Gorga : Jurnal Seni Rupa
type: channel
description: Journal Name Gorga : Jurnal Seni Rupa Initials GJSR Abbreviations Gorga Frequency Two times a year (June and December) DOI Prefix 10.24114 by Crossreff Portal ISSN 2301-5942 (Print) | 2580-2380 (Online) BRIN ISSN 2301-5942 (Print) | 2580-2380 (Online) Editor-in-Chief Drs. Anam Ibrahim, M.Pd. Managing Editor Adek Cerah Kurnia Azis, S.Pd., M.Pd. Publisher Fakultas Bahasa dan Seni Universitas Negeri Medan Gorga : Jurnal Seni Rupa has been published by Fakultas Bahasa dan Seni Universitas Negeri Medan since 2012. Gorga : Jurnal Seni Rupa presents the latest issues related to Fine Arts and Design throughout Indonesia and abroad. Gorga : Jurnal Seni Rupa is engaged in Fine Arts and Design which examines the results of research and final assignments (creation of works) in the fields of learning, assessment, analysis, creation of works, and so on in the scope of Fine Arts and Design. The journal provides direct open access to its content with the principle that articles are freely available for consumption by the public which can support greater, broader, and deeper global knowledge exchange and development in the field of Fine Arts and Design. We are here to serve wholeheartedly for authors who want to contribute to the development of knowledge through Gorga : Jurnal Seni Rupa. Indexing:
publisher: Fakultas Bahasa dan Seni Universitas Negeri Medan
language: en-US
publication name: Gorga : Jurnal Seni Rupa
issn: 2301-5942
copyright: Copyright Authors published in this journal agree to the following terms: The copyright of each article is retained by the author (s). The author grants the journal the first publication rights with the work simultaneously licensed under the Creative Commons Attribution License, allowing others to share the work with an acknowledgment of authorship and the initial publication in this journal. Authors may enter into separate additional contractual agreements for the non-exclusive distribution of published journal versions of the work (for example, posting them to institutional repositories or publishing them in a book), with acknowledgment of their initial publication in this journal. Authors are permitted and encouraged to post their work online (For example in the Institutional Repository or on their website) before and during the submission process, as this can lead to productive exchanges, as well as earlier and larger citations of published work. Articles and all related material published are distributed under a Creative Commons Attribution-ShareAlike 4.0 International License. License Gorga : Jurnal Seni Rupa is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
items: Comparative Analysis of User Interface Design in Cognitive Behavioral Therapy (CBT) Mobile Applications for Pre-Elderly Users
items: An Analysis of Visual Design Strategies for Instagram Content: Five Monkeys Burger as a Promotional Medium
items: Co-Design of a Family Peacebuilding Kit: Case Study in Binar Bermain Belajar Community
items: Empowering Youth Through Sustainable Design: Community-Based Upcycling of Pine Forest Waste in Mekarwangi Village
items: Cultural Exploration of Outer Baduy: Preserving Woven Fabrics Through Photographic Narratives
items: Elements of Anime Style in the Illustrative Works of Senbazuru Art Course Participants, Yogyakarta
items: Introducing Wayang Art through Puppet-Making and Coloring Activities for MI Al-Islam Kepundungan Students
items: The The Timun Mas Folktale as a Source of Inspiration for the Science Fiction Comic MOONA
items: Resilience of Bullying Victims as Inspiration for Surrealist Style Digital Illustration
items: Effectiveness of the Design Platform Canva on the Creative Thinking of Visual Communication Design Students
items: Illustration Book Design to Introduce the Legend of Tuk Jimat Bende in Bumijawa Village
items: Designing an Infographic Poster for a Social Campaign Regarding Smartphone Addiction
items: Batik T-Shirt Design for Generation Z
items: Exploring the Medicine and Shaman Paradigm Shift for Game “Dukun Start-Up” Through Pixel Art Style
items: Pineapple Leaf Fiber Painting (Ananas Comosus): An Ecopreneurship Education Perspective
items: Visual Interpretation of the ANTARAKATA MSME Logo in Building Brand Identity
items: The Influence of BT21 Character Illustrations on Products on Fans’ Pragmatic Consumption Patterns
items: Designing Chibi Character Designs for a 2D Animated Video: “For You Who Love to Daydream”
items: Design of Infographic for Children About Indonesia's Endemic Chickens
items: Effect of Physical Elements in Counseling Room on Women's Psychological Comfort: Pulih Foundation Case Study
items: User Interface and User Experience Design of "PAWTEL" Mobile Application for Finding Pet Boarding Services
items: Designing Visual Identity for UMKM Trigel Bakehouse
items: Logo Design as a Strategy to Increase Brand Awareness of “Mukti Collection”
items: Teacher Strategies in Assessment of Fine Arts Learning in Early Childhood Education
items: Interviews as the Basis for Developing a Content Creation App for Generation Z Creators
items: The Interface and User Experience Design of the Mobile Application “TUNEMATE” for Discovering a Music Companion and Attending Concerts

Comparative Analysis of User Interface Design in Cognitive Behavioral Therapy (CBT) Mobile Applications for Pre-Elderly Users
type: item
description: User Interface design plays a crucial role in supporting the effectiveness of digital Cognitive Behavioral Therapy (CBT) interventions based on mobile applications, especially for pre-elderly users who might have cognitive, visual, and motor limitations. This study aims to analyze and specifically compare the interface design of two popular CBT mobile applications, namely CBT Companion and Unstuck, based on Graphical User Interface (GUI) principles that focus on aspects of readability, consistency, navigation, and visual clarity. The method used was visual observation and descriptive analysis of GUI elements, including layout, color and contrast, typography, icons and symbols, as well as animation and transition. The analysis was conducted by considering the needs and characteristics of pre-elderly users based on related literature. The results showed that the Unstuck app was superior in visual consistency, typographic legibility, and linear navigation structure, making it more friendly to the limitations of pre-elderly users. In contrast, CBT Companion has a therapeutic visual approach but faces barriers in readability, layout inconsistency, and low colour contrast for readability. This study confirms that the effectiveness of digital CBT interventions is not only determined by the interventions’ content delivered but also by the interface design that can support the overall user experience. The implications of these findings emphasise the importance of applying inclusive design principles in the development of digital mental health applications for pre-elderly users.
creator: Hanna Sofia Napitupulu
creator: Irfansyah Irfansyah
rights: Copyright (c) 2025 Hanna Sofia Napitupulu, Irfansyah Irfansyah https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 415
ending page: 422
doi: 10.24114/gr.v14i2.67752

An Analysis of Visual Design Strategies for Instagram Content: Five Monkeys Burger as a Promotional Medium
type: item
description: This study aims to analyze the visual design strategy applied by Five Monkeys Burger in Instagram content as a means of digital promotion aimed at Generation Z. The approach used is qualitative descriptive. Data was collected through online observation of Instagram content in feeds, stories, and reels, accompanied by documentation studies, literature reviews, and questionnaire distribution to 51 respondents aged 18–25 years to support the findings. The data analysis technique uses the Visual Content Analysis technique. The results showed that the visual strategy of Five Monkeys Burger was consistently displayed through the selection of contrasting color palettes, typography, flat design illustrations, and structured layouts. Observations and questionnaires indicate that this visual approach has succeeded in forming a strong brand identity, attracting the target audience's attention, and increasing user engagement compared to similar competitors. Visual design strategies that are designed adaptively and aligned with audience preferences play an important role in strengthening the effectiveness of digital promotion on social media platforms. This study provides practical implications for MSMEs in building a strong brand identity through planned and consistent visual design.
creator: Syifa Naura Agustina
creator: Arif Fiyanto
rights: Copyright (c) 2025 Syifa Naura Agustina, Arif Fiyanto https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 423
ending page: 432

Co-Design of a Family Peacebuilding Kit: Case Study in Binar Bermain Belajar Community
type: item
description: Existing educational products for families often focus narrowly on cognitive skills or behavioral training, overlooking emotional awareness, conflict resolution, and positive communication between parents and children. Previous studies in family education and parenting typically adopt top-down design approaches, where experts create tools without systematically involving end users in the creative process. This creates a gap between product design and the real-life needs, values, and contexts of families. This research addresses that gap by applying a participatory design approach—specifically co-design—collaborating directly with the Binar Bermain Belajar parenting community in Indonesia. Using the Double Diamond design model, the study engages families throughout all design stages: Discover, Define, Develop, and Deliver. The resulting Family Peacebuilding Kit integrates interactive tools, including Peace Action Cards and Emotion Reflection Cards, to support playful yet meaningful dialogue in households. By prioritizing users as co-creators rather than passive recipients, this study contributes to the field of social design and community-based learning by demonstrating how family-centered co-design processes can produce more relevant, engaging, and sustainable educational interventions—bridging the disconnect between academic design frameworks and real-world family dynamics.
creator: Ica Ramawisari
creator: Nurul Fitriana Bahri
creator: Muhammad Syarif Jayeng Hendrawan
creator: Abimanyu Fitrian Faza
creator: Satria Budiana Tresna
rights: Copyright (c) 2025 Ica Ramawisari, Nurul Fitriana Bahri, Muhammad Syarif Jayeng Hendrawan, Abimanyu Fitrian Faza, Satria Budiana Tresna https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 433
ending page: 441
doi: 10.24114/gr.v14i2.67413

Empowering Youth Through Sustainable Design: Community-Based Upcycling of Pine Forest Waste in Mekarwangi Village
type: item
description: Creative approaches rooted in local resources play an important role in sustainable community development. This community engagement program aimed to empower youth members of Community Youth Development in Mekarwangi Village, West Bandung Regency, through training in sustainable design using pine forest waste. Mekarwangi is surrounded by pine forests managed by Perhutani, which generate unused organic waste such as dry branches, bark, flowers, and sawdust. The program consisted of an environmental awareness session and practical workshops on upcycling techniques. Participants were introduced to the concept of sustainable design and guided through the process of transforming forest waste into functional and decorative crafts, including fish-shaped ornaments made from pine flower petals and leaves. The training emphasized the creative reuse of natural materials, while also promoting the principles of circular economy and environmental stewardship. As a result, participants developed new skills in material selection, product design, and simple craft production, which enhanced their confidence and awareness of environmental issues. The final products have potential as eco-friendly souvenirs, strengthening local identity and opening economic opportunities. This initiative demonstrated the role of design as a tool for grassroots empowerment, creativity, and sustainable community development.
creator: Terbit Setya Pambudi
creator: Nurul Fitriana Bahri
creator: Oky Setiawan
creator: Faradillah Nursari
creator: Ica Ramawisari
rights: Copyright (c) 2025 Terbit Setya Pambudi, Nurul Fitriana Bahri, Oky Setiawan, Faradillah Nursari, Ica Ramawisari https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 442
ending page: 450
doi: 10.24114/gr.v14i2.67647

Cultural Exploration of Outer Baduy: Preserving Woven Fabrics Through Photographic Narratives
type: item
description: This work documents the preservation process of woven fabric by the Outer Baduy Community through a narrative photo story approach. The observation focuses on the family of Mr. Jamal in Kanekes Village. The weaving activity, passed down through generations by women, reflects obedience to tradition and cultural identity. This study aims to create photographic works that visually and informatively portray the preservation of Baduy Culture. Using a Practice-Based Research method, the author was directly involved in the creation and observation process. The result is a series of photographs that not only document but also deliver educational value about local cultural preservation. The research concludes that visual narrative is an effective medium to convey cultural messages to the wider audience. The urgency of this research lies in the increasing threat of cultural erosion caused by modernization, which can reduce the younger generation’s interest in continuing traditional weaving practices. Without proper documentation and dissemination, valuable knowledge and techniques risk disappearing over time. By employing narrative photography, this work not only preserves visual records of the weaving tradition but also provides a medium to raise awareness, inspire cultural pride, and encourage sustainable preservation efforts. Such initiatives are essential to ensure that the Baduy weaving heritage remains a living practice rather than a static artifact of the past.
creator: Nico Cheyrol Gainer
creator: Pongky Adhi Purnama
creator: Daniel Marlasputra Simbolon
rights: Copyright (c) 2025 Nico Cheyrol Gainer, Pongky Adhi Purnama, Daniel Marlasputra Simbolon https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 451
ending page: 458
doi: 10.24114/gr.v14i2.67868

Elements of Anime Style in the Illustrative Works of Senbazuru Art Course Participants, Yogyakarta
type: item
description: Although Indonesia's distinctive illustration style continues to evolve, anime's visual aesthetic has become one of the most dominant styles among young illustrators. This study explores how anime aesthetics are adapted and expressed in the illustration works of participants at the Senbazuru course center in Yogyakarta and how anime motivates their creative process. A qualitative case study design was used to collect data through observation, interviews, and documentation of works, which was then analyzed. The results show that participants' works display distinctive anime aesthetic characteristics, such as expressive large eyes, simplified faces, and unnatural hair colors. They also incorporate Japanese visual symbols, such as school uniforms and cherry blossoms, in both fan art and original characters. This visual adaptation transforms the anime style according to each individual's personal style, rather than merely imitating it. From a motivational perspective, anime serves as the initial trigger and sustained driving force in the participants' creative process. External factors from community and social environment, combined with internal factors such as personal interest and satisfaction in creating art, form a mutually reinforcing cycle of motivation. As a non-formal education center, the Senbazuru Art Studio facilitates growth in creativity rooted in personal interests and popular culture. By supporting the adaptation of anime aesthetics and encouraging individual expression, the studio plays a crucial role in shaping the visual identity of Indonesia's youth.
creator: Dimas Afrillio Caesar Nugraha
creator: Eko Sugiarto
rights: Copyright (c) 2025 Dimas Afrillio Caesar Nugraha, Eko Sugiarto https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 459
ending page: 468
doi: 10.24114/gr.v14i2.67990

Introducing Wayang Art through Puppet-Making and Coloring Activities for MI Al-Islam Kepundungan Students
type: item
description: This study aims to examine the learning activities of introducing the art of puppetry to grade IV students of MI Al-Islam Kepundung through the activity of making and coloring puppets. The learning activity was carried out to increase students' understanding of traditional cultural arts, especially puppetry as Indonesia's cultural heritage. The method used is a descriptive qualitative approach. The subjects of the study are IV students and teachers. This research highlights the learning process and the work of students. Data was obtained through observation, brief interviews, documentation, and then processed through reduction, presentation, and drawing conclusions to describe the course of learning and student creativity. With the stages, the teacher gave an introduction to the puppet character of the Pandawa Lima, and gave an explanation of the cultural values it contains. The results of the study show two learning processes, namely cultural introduction through stories and interactive dialogues, and the realization of students' creativity through real works. The teacher introduced the Pandawa Lima puppet shop and explained the cultural values it contains, then the activity continued with students starting to design puppet sketches according to their own imaginations, then coloring them freely. These two processes complement each other in producing a meaningful and immersive learning experience. The result of children's works is a unique, colorful, imaginative, symbolic, and entertaining creative way. In conclusion, the approach of introducing puppet art through making and coloring activities has proven to be effective in increasing creativity, understanding, and fostering students' love for local culture. This approach can be used as an alternative learning strategy in efforts to preserve traditional arts in elementary schools.
creator: Carrisa Adisvia Finansa
creator: Mujiyono Mujiyono
rights: Copyright (c) 2025 Carrisa Adisvia Finansa, Mujiyono Mujiyono https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 469
ending page: 477
doi: 10.24114/gr.v14i2.68355

The The Timun Mas Folktale as a Source of Inspiration for the Science Fiction Comic MOONA
type: item
description: Folklore is a cultural heritage that preserves moral, ethical, and social values that remain relevant for adaptation into modern media. Timun Mas, one of the popular legends from Central Java, conveys messages of affection, courage, and wisdom, which hold strong potential for creative reinterpretation. However, interest in folklore among younger generations tends to decline due to the dominance of global popular culture. This study aims to explore the adaptation of the Timun Mas story into a science fiction comic entitled MOONA. The research method employed is a literature study on sources related to the Timun Mas narrative, comic theory, and similar adaptation works, followed by a creative process consisting of pre-production, production, and post-production stages. The final product is a 26-page comic that merges traditional elements with the science fiction genre, reconstructing the original characters and conflicts into a futuristic setting without losing its cultural values. This adaptation serves as an effort to preserve cultural heritage through visual media aligned with modern readers’ preferences, while also contributing to the growth of the local creative industry. The study demonstrates that folklore can be effectively developed through science fiction comics, providing a new form of cultural preservation and creative innovation.
creator: Ziyad Fikrin Najib
creator: Arif Fiyanto
rights: Copyright (c) 2025 Ziyad Fikrin Najib, Arif Fiyanto https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 478
ending page: 486
doi: 10.24114/gr.v14i2.68432

Resilience of Bullying Victims as Inspiration for Surrealist Style Digital Illustration
type: item
description: Bullying in academic settings, particularly in college, has developed into a serious problem that impacts students' physical, psychological, emotional, and academic health. This phenomenon comes in various forms, ranging from physical, verbal, social, to cyberbullying, which often leaves long-term trauma. Victims often do not receive adequate support and experience prolonged psychological distress. To address these challenges, resilience is an important aspect that allows victims not only to survive, but also to recover and develop through psychological, social, and self-recovery strategies through the creation of surreal-style digital illustration works. The creation process includes three stages, namely pre-creation, creation, and post-creation, using iPad Pro, Apple Pencil, and the Procreate app, and referring to the principles of fine art and symbolism theory. The piece "Trapped in a Nightmare" represents the state of being trapped in psychological distress, while "The Bloom After Shadows" symbolizes perseverance, growth, and inner peace through the representation of clocks, snails, and white lilies. Overall, this work contributes to the fields of digital art, psychology, and art education by showing that surrealist illustration can serve as a tool of unconscious representation and a medium of resilience. The limitations of the study lie in its personal nature and have not involved direct victim participation. For further research, it is recommended to involve respondents of bullying victims and conduct comparative studies with other art approaches.
creator: Sekar Ajeng Putri Reszita
creator: Mujiyono Mujiyono
rights: Copyright (c) 2025 Sekar Ajeng Putri Reszita, Mujiyono Mujiyono https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 487
ending page: 494

Effectiveness of the Design Platform Canva on the Creative Thinking of Visual Communication Design Students
type: item
description: Technology has penetrated the creative industry, particularly in the Visual Communication Design sector, particularly in the field of visual design tools. One clear example of this technological advancement is the Canva instant design platform. Canva has become a widely used design application due to its user-friendly design features. Therefore, this study aims to analyze the influence and impact of instant design platforms, specifically Canva, on the creative thinking skills of Visual Communication Design (DKV) students. Data collection was conducted through an experimental method involving 30 respondents. Respondents were divided into two groups: users of the Canva instant design platform and users of the Adobe family of conventional design platforms. Based on the results of the data processing and experiment, it can be concluded that the Canva instant design platform has a significant impact on students' creative thinking patterns, particularly in terms of fluency in expressing ideas visually. The findings indicate that Canva users tend to have higher creative thinking scores than Adobe users, with average scores in the moderate creative range. Assessment was conducted using a creative thinking rubric with five main indicators: fluency, originality, elaboration, symbolism, and flexibility.
creator: Ramdani Abdul Malik
creator: Ramanda Dimas Surya Dinata
creator: Freddy Hendrawan
rights: Copyright (c) 2025 Ramdani Abdul Malik, Ramanda Dimas Surya Dinata, Freddy Hendrawan https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 495
ending page: 503

Illustration Book Design to Introduce the Legend of Tuk Jimat Bende in Bumijawa Village
type: item
description: This research aims to introduce the story of the Legend of Tuk Jimat Bende of Bumijawa Village by designing an illustrated book. The design method has two stages: the preparation stage, which includes data collection, data analysis, synthesis, and determination of the design object, and the creation stage, which includes pre-production, production, and post-production. Data was collected using interview instruments, observations, documentation, and questionnaires to support the work process. The data obtained was analyzed using 5W+1H questions, which continued in the synthesis process. The design results at the stage of creating works in the pre-production process are in the form of design concepts that produce keywords to make the design process more manageable. Verbal concepts take the form of text narratives. These have been processed and included in an illustrated book. According to the target audience, the media and visual concept is an A5 illustration book with digital techniques and a semi-realist visual style. The production process involves creating digital sketches and colouring them in warm tones. The editing process combines illustrations and narratives. Post-production related to social media platforms is used as a medium to introduce legendary stories through electronic books or e-books. In terms of technology, it is expected to disseminate information about legendary stories, which helps preserve the region's cultural heritage. Through illustrated books, the legend of Tuk Jimat Bende slowly brought regional traditions to be widely known.
creator: Nur Zaidah Padlun
creator: Pratama Bayu Widagdo
rights: Copyright (c) 2025 Nur Zaidah Padlun, Pratama Bayu Widagdo https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 504
ending page: 513

Designing an Infographic Poster for a Social Campaign Regarding Smartphone Addiction
type: item
description: The purpose of this study is to design an infographic-based social campaign strategy as a form of representative effort against smartphone addiction in early childhood. This research method is based on qualitative descriptive. Using interviews and field study documentation as research data, this study analyzed the research subjects, parents who have early childhood experiences in Padang Panjang, using the SWOT method. Meanwhile, the object of this research is the visual communication design of social campaigns with the theme of smartphone addiction. The objective of this research can be achieved through four stages: data source analysis, exploration, planning, and realization. At the realization stage, three infographic posters were created, namely illustrations of children who passively use smartphones as a form of criticism of digital parenting patterns, infographic designs on the bad impact of smartphones on children, and tips so that children are not addicted to smartphones. This infographic poster is available in both print and digital forms, making it an efficient medium for conveying complex information on social media.
creator: Haviz Emriadi
creator: Silvana Nurdiani
creator: Muhammad Ghifari
creator: Sri Meiweni Basra
rights: Copyright (c) 2025 Haviz Emriadi, Silvana Nurdiani, Muhammad Ghifari, Sri Meiweni Basra https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 514
ending page: 523
doi: 10.24114/gr.v14i2.66225

Batik T-Shirt Design for Generation Z
type: item
description: Batik is one of Indonesia’s cultural heritages that holds significant historical, philosophical, and aesthetic value. As a symbol of national identity, its preservation requires innovative approaches to remain relevant in the face of changing times. In the current context, Generation Z—who are in their productive years and exert substantial influence on fashion trends and consumer behavior—show a declining interest in traditional Batik due to perceptions of impracticality and incompatibility with modern lifestyles. This study aims to design Batik-patterned T-shirts that align with the visual preferences of Generation Z, with the objective of increasing appreciation and pride in local culture through casual fashion media. A quantitative research method was employed, utilizing an online survey distributed to Generation Z respondents. The questionnaire gathered data on favored motifs, aesthetic preferences, and perceptions of Batik in contemporary fashion contexts. The collected data were analyzed statistically and presented in the form of diagrams. The findings indicate a strong interest in Batik motifs when integrated into modern and minimalist T-shirt designs. This study is expected to contribute to the development of culture-based fashion products and serve as a strategic approach to preserving Batik in a manner that is inclusive and adaptable to the tastes of today’s younger generation.
creator: Maitri Widya Mutiara
creator: Viola Brigitta Japri
creator: Jennifer Evelyn Gunawan
creator: Agness Yesica
creator: Dominique Jesslyne Suwito
rights: Copyright (c) 2025 Maitri Widya Mutiara, Viola Brigitta Japri , Jennifer Evelyn Gunawan, Agness Yesica, Dominique Jesslyne Suwito https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 524
ending page: 530
doi: 10.24114/gr.v14i2.67910

Exploring the Medicine and Shaman Paradigm Shift for Game “Dukun Start-Up” Through Pixel Art Style
type: item
description: This study addresses the lack of culturally meaningful visual representations in Indonesian indie games, with a particular focus on the implementation of the pixel art style for the game "Dukun Start-Up", which explores the culturally specific theme of shamanism (dukun). The study identifies a significant problem: despite the global popularity of pixel art, Indonesian developers rarely utilize it to convey in-depth cultural narratives, resulting in a gap between technical execution and cultural authenticity. This research is urgently needed to provide a methodological framework for integrating culturally specific assets into pixel art, moving beyond nostalgic aesthetics towards substantive cultural representations. Using a Practice-Based Research (PBR) methodology, the study follows a structured workflow aligned with industry-standard game development phases such as Pre-Production, Production, and Post-Production. Data collection included analyzing references from popular pixel art games, conducting in-depth research on shamanic practices and cultural symbolism, and holding collaborative brainstorming sessions to ideate and refine visual concepts. This study successfully designed and implemented a comprehensive set of pixel art assets, including characters, environments, and user interface elements, deeply embedded in Indonesian cultural motifs with a focus on shamanic symbolism. The findings demonstrate that pixel art, when applied thoughtfully, serves as a powerful medium for conveying cultural narratives, offering players an immersive experience that combines aesthetic appeal with educational value. This work provides practical insights for developers and communities interested in creating culturally themed games and highlights the effective integration of artistic practices and cultural research into game asset design.
creator: Faizal Akbar
creator: Pratama Bayu
rights: Copyright (c) 2025 Faizal Akbar, Pratama Bayu https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 531
ending page: 541
doi: 10.24114/gr.v14i2.68605

Pineapple Leaf Fiber Painting (Ananas Comosus): An Ecopreneurship Education Perspective
type: item
description: This research aims to explore the ability of teachers and students of SMA Negeri 1 Sipahutar in processing pineapple leaf fibers into paintings based on ecopreneurship education and equipping them to manage pineapple leaf waste independently as a medium for learning crafts. The problem faced is that the concept of ecopreneurship has not been integrated into the 2013 Curriculum so that students' work has not been oriented towards sustainability and economic value. The research uses a descriptive qualitative approach with the Participatory Action Research (PAR) model through the stages of planning, training, mentoring, and evaluation. Data were obtained through observation, interviews, documentation, and document studies, analyzed with the Spradley model. The results show that this program can make partners gain knowledge in exploring painting using pineapple leaf fibers based on ecopreneurship at SMAN 1 Sipahutar by utilizing animated videos and guidebooks that have been given to partners. Partners have applied independently in the classroom in processing pineapple leaf fibers into paintings in learning crafts through online training so that they have the opportunity to become jobseekers. With the online training on making pineapple leaf fiber paintings through animated videos and guidebooks, in the future partners can develop local potential to achieve the goals of craft learning with the implementation of the 2013 curriculum. The program has received a positive response from teachers and school principals regarding the idea of using pineapple leaf fiber as an exploration material in painting. This program supports the purpose of learning craft while opening up opportunities for environmentally friendly entrepreneurship in schools.
creator: Hadi Alhail
creator: Nicolaus Ramli Bachtiar Sijabat
creator: Riski Juliandri Tambunan
creator: Rionaldo Tamba
creator: Achmad Zairin
creator: Adek Cerah Kurnia Azis
rights: Copyright (c) 2025 Hadi Alhail, Nicolaus, Riski Juliandri Tambunan, Rionaldo Tamba, Achmad Zairin, Adek Cerah Kurnia Azis https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 542
ending page: 553
doi: 10.24114/gr.v14i2.68553

Visual Interpretation of the ANTARAKATA MSME Logo in Building Brand Identity
type: item
description: A logo is an essential element in building the visual identity of MSMEs, as it serves not only as an identifier but also as a representation of the values, vision, and mission of a business. However, the current phenomenon shows that most MSMEs still treat logos merely as decorative symbols without understanding their strategic power in shaping brand image and competitiveness. This condition creates a gap between the strategic potential of logos and their practical use in the field. On the other hand, previous studies have largely highlighted the role of logos in strengthening brand image, yet specific research discussing the visual interpretation of MSME logos based on Gestalt theory and semiotics remains limited. In fact, this approach is crucial to understanding how visual elements such as typography, color, and form can be perceived holistically by consumers. This study fills that gap by analyzing the logo of MSME ANTARAKATA through a semiotic and Gestalt theory perspective as a state-of-the-art approach in design analysis. The research focuses on three main elements: capital sans-serif typography that represents a modern and professional impression, a yellow-brown color combination that builds harmony between creativity and trust, and a simple wordmark form that strengthens the clarity of brand identity. The analysis shows that the ANTARAKATA logo successfully creates consistent visual unity, is easy to recognize, and builds emotional attachment with consumers. Thus, this study emphasizes the importance of logo design based on visual theory as a branding strategy for MSMEs in facing increasingly intense business competition.
creator: Vadisya Dhiaul Aulia
creator: Arif Fiyanto
rights: Copyright (c) 2025 Vadisya Dhiaul Aulia, Arif Fiyanto https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 554
ending page: 562
doi: 10.24114/gr.v14i2.68492

The Influence of BT21 Character Illustrations on Products on Fans’ Pragmatic Consumption Patterns
type: item
description: This study aims to analyze and test the relationship between the application of BT21 character illustrations in a product and its effect on the pragmatic consumption patterns of fans. This study uses a quantitative approach. The sample collection technique used was Purposive Sampling with 284 respondents. The respondents' criteria were K-pop fan groups and not having bought products with BT21 characters at least once a year, with an age range of 16-35 years. Primary data was obtained through an online questionnaire (Google Form) and secondary data through structured interviews. The data obtained was analyzed using SPSS 25, and the hypothesis was tested by bootstrapping regression. The results showed that the illustration of the BT21 character on the product significantly affected the pragmatic consumption pattern among K-pop fans, namely in the ARMY and K-popers group (p < 0.05). However, the illustration of the BT21 character did not significantly affect the pragmatic consumption pattern in the 'Non K-popers' group (p > 0.05).
creator: Amalia Firdausya Yunizar
creator: Intan Prameswari
rights: Copyright (c) 2025 Amalia Firdausya Yunizar, Intan Prameswari https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 563
ending page: 571
doi: 10.24114/gr.v14i2.67969

Designing Chibi Character Designs for a 2D Animated Video: “For You Who Love to Daydream”
type: item
description: Character design in 2D animation plays a crucial role in delivering narratives and building emotional connections with the audience. This study aims to design chibi-style characters for the 2D animated video “For You Who Love to Daydream”, which addresses the dangers of parasocial behavior among K-pop fans. The goal is to create characters that capture attention, foster emotional attachment, and enhance message effectiveness. The target audience consists of female K-pop fans aged 18–22 years. The method employed is descriptive qualitative, including observation, online visual data searches, questionnaires with the target audience, and interviews with chibi character design experts. The results show that the characters were designed to align with popular chibi art styles, integrate visual attributes reflecting K-pop fan identities, and effectively convey the video’s message while building emotional engagement. The final character design is expected to represent the target audience and serve as an educational medium that communicates emotional experiences related to the parasocial phenomenon.
creator: Dewi Kirana Sekarayu
creator: Diana Aqidatun Nisa
creator: Aileena Solicitor Costa Rica El Chidtian
rights: Copyright (c) 2025 Dewi Kirana Sekarayu, Diana Aqidatun Nisa, Aileena Solicitor Costa Rica El Chidtian https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 572
ending page: 581
doi: 10.24114/gr.v14i2.68490

Design of Infographic for Children About Indonesia's Endemic Chickens
type: item
description: Low public awareness, particularly among children, poses a significant threat to the conservation of Indonesia’s 31 native chicken breeds, which are increasingly at risk due to habitat loss, illegal hunting, and overexploitation. To address this challenge, this study was conducted to design an educational infographic that introduces these endemic chicken species to children by combining scientific accuracy with creative visual communication. The research followed a three-stage methodology, beginning with pre-production, where data were collected from credible sources such as scientific journals, government publications, and academic literature, followed by the organization of information into a visual narrative supported by layout planning, color selection, typography, and illustration style. The production stage translated these concepts into digital media through the creation of child-friendly illustrations in Clip Studio Paint, layout composition in Canva, and integration of supporting graphics to ensure cohesiveness and clarity. Post-production focused on refinement, readability, and factual validation to ensure that the infographic was both accurate and engaging for the target age group. The final design proved effective in simplifying complex biodiversity knowledge, enhancing children’s comprehension, and fostering early awareness of conservation while also promoting pride in Indonesia’s cultural and biological heritage. These results demonstrate the potential of infographic media as a valuable educational tool for biodiversity conservation and environmental stewardship among younger generations.
creator: Fred Areal Petrof
creator: Syakir Syakir
rights: Copyright (c) 2025 Fred Areal Petrof, Syakir Syakir https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 582
ending page: 590
doi: 10.24114/gr.v14i2.68440

Effect of Physical Elements in Counseling Room on Women's Psychological Comfort: Pulih Foundation Case Study
type: item
description: The counseling room plays a critical role in supporting psychological recovery, particularly for young adult women in Indonesia who experience a high prevalence of emotional mental disorders such as anxiety and depression. This study aims to examine user perceptions of the physical elements of counseling rooms—specifically lighting, color, and spatial layout—and to identify which components contribute most significantly to psychological comfort. Conducted at the Pulih Foundation Clinic, the research employs a mixed-method case study approach with data collected through structured observation, semi-structured interviews with two psychologists, and a main questionnaire completed by 52 female clients. Instruments used in the survey included the Environmental Satisfaction Questionnaire and the Perceived Restorativeness Scale. The results reveal a clear perceptual dichotomy: while spatial elements such as layout and furniture arrangement were positively perceived, sensory components—particularly lighting and color—received low satisfaction scores and were measured to be below standard comfort levels. The study also highlights the critical importance of acoustic privacy, which received the highest importance score among participants. A strong correlation was found between perceptions of lighting and color, indicating the interdependence of these environmental aspects. Based on these findings, the study recommends targeted design interventions that prioritize the improvement of acoustic insulation and the implementation of adaptive lighting systems. These recommendations aim to support the creation of gender-responsive, psychologically supportive counseling spaces that are attuned to the needs of young adult women in recovery.
creator: Khoizuron Syakira
creator: Dona Saphiranti
rights: Copyright (c) 2025 Khoizuron Syakira, Dona Saphiranti https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 591
ending page: 598
doi: 10.24114/gr.v14i2.66940

User Interface and User Experience Design of "PAWTEL" Mobile Application for Finding Pet Boarding Services
type: item
description: Searching for pet boarding services is very necessary for pet owners when they have an urgent need. One solution to make it easier for users to find and order boarding services is the design of the Pawtel mobile application interface through a design thinking approach. This approach is oriented towards the needs of users and the various difficulties faced with a product or service. The data collection method is observational, an online survey, and an interview with qualitative analysis methods that adjust to each stage of design thinking. The results of brainstorming ideas at the ideate stage were sorted using the Eisenhower Matrix, then designing information architecture and flowcharts as materials for designing wireframes and prototypes using Figma. The resulting prototype was tested on 15 testers through Maze, with testing results showing that the appearance and key features of the Pawtel app were excellent. The use of gamification elements in the creation of pet avatars has also been proven to provide an interactive experience and attract users' attention. The test results from Maze show that Maze's usability score is 82, indicating that the Pawtel's application design effectively meets user needs and has great potential to solve problems in finding and booking pet boarding services. So this study proves that the design thinking approach is able to produce products that are the right solution to the phenomenon raised.
creator: Fiqri Andany Nurul Firdaus
creator: Pratama Bayu Widagdo
rights: Copyright (c) 2025 Fiqri Andany Nurul Firdaus, Pratama Bayu Widagdo https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 599
ending page: 608
doi: 10.24114/gr.v14i2.67779

Designing Visual Identity for UMKM Trigel Bakehouse
type: item
description: Culinary UMKM have great potential in the Indonesian economy, but many of them still lack a strong visual identity to build a professional brand image. Trigel Bakehouse, a home-based bakery established by three women in Semarang, faces similar challenges. This research aims to design the visual identity of Trigel Bakehouse using Robin Landa's Graphic Design Process, which consists of five stages: Orientation, Analysis and Strategy, Conceptual Design, Design Development, and Implementation. Thru this approach, a visual identity system was designed that reflects brand values such as warmth, family, and the quality of homemade products. Design elements include the logo, typography, colors, and supporting media such as packaging, social media, and merchandise, all arranged in a minimalist and elegant style. The results of the design process at the Orientation stage, gathered thru interviews and observations, to explore the background, brand values, and business character. At the Analysis and Strategy stage, the visual condition of the brand, target market, and competitors were analyzed to formulate relevant design strategies. The Conceptual Design phase generates creative ideas thru mindmaps, color selection, typography, and logo development that reflect the values of warmth, family, and professionalism. The Design Development phase finalizes the logo, patterns, and logo versatility for consistent use across various media. The Implementation phase applies the visual identity to business cards, menus, social media, merchandise, signage, pamphlets, packaging, and uniforms, ensuring consistent application across all media. This design resulted in a consistent visual identity that strengthened the brand image, increased brand awareness, and enhanced Trigel Bakehouse's competitiveness in the local culinary market.
creator: Mey Dhea Dewi Fajar Lisanti
creator: Pratama Bayu Widagdo
rights: Copyright (c) 2025 Mey Dhea Dewi Fajar Lisanti, Pratama Bayu Widagdo https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 609
ending page: 617
doi: 10.24114/gr.v14i2.68319

Logo Design as a Strategy to Increase Brand Awareness of “Mukti Collection”
type: item
description: This study aims to design a logo as a strategy to enhance brand awareness for the MSME “Mukti Collection”, which operates in the pet accessories sector. The research is motivated by the absence of a clear visual identity, which has hindered competitiveness in the increasingly saturated digital marketplace. Employing a qualitative approach with a design creation method, the design process followed five key stages: data collection, data analysis, concept development, design development, and implementation. Data were collected through semi-structured interviews with the business owner, observation, and literature review. The resulting logo is based on the initials “M” and “C”, visualized as a cat’s face combined with a hugging gesture, complemented by a bell icon, circular frame, and a yellow and black color palette to represent happiness, prosperity, professionalism, and premium quality. The logo was implemented across digital media, packaging, and merchandise to create a cohesive brand ecosystem. The findings demonstrate that a strategically designed logo can serve as the foundation of a consistent visual identity, strengthen brand image, and enhance consumer brand awareness in the digital era.
creator: Nungki Maulidiyana
rights: Copyright (c) 2025 Nungki Maulidiyana https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 618
ending page: 626
doi: 10.24114/gr.v14i2.68477

Teacher Strategies in Assessment of Fine Arts Learning in Early Childhood Education
type: item
description: Assessment of fine arts learning in early childhood education (PAUD) plays a crucial role, whereby teachers focus not only on evaluating the products of children's work but also on the process itself. This study aims to describe the strategies employed by teachers in assessing fine arts learning in PAUD, encompassing both process-based and product-based approaches. The research method employed was library research, involving the review of relevant national and international articles published over the last five years. Data analysis was performed using thematic synthesis techniques. The results showed that process-based assessment strategies included direct observation, the use of the child development achievement checklist scale, and anecdotal notes. Meanwhile, product-based assessment strategies are carried out through children's work results and portfolios. Both forms of assessment provide a complete picture of children's development and form the basis for subsequent learning planning. This study concludes that fine arts assessment in early childhood education must emphasize a balance between process and product assessment to support children's holistic development and improve the quality of teachers' learning practices.
creator: Siti Khodijah Lubis
creator: Adek Cerah Kurnia Azis
creator: Ratno Susanto
creator: Nur Qomariah Panjaitan
creator: Siti Syawalina
rights: Copyright (c) 2025 Siti Khodijah Lubis, Adek Cerah Kurnia Azis, Ratno Susanto, Nur Qomariah Panjaitan, Siti Syawalina https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 627
ending page: 634
doi: 10.24114/gr.v14i2.68857

Interviews as the Basis for Developing a Content Creation App for Generation Z Creators
type: item
description: The rise of digital platforms has enabled Generation Z to become content creators, using social media to express themselves, develop personal brands, and monetize their creativity. Maintaining consistency, navigating algorithm-driven competition, and juggling time constraints with creative output presents unique challenges for this generation. Through in-depth qualitative interviews with ten representative respondents, this study investigates the needs and preferences of Generation Z creators in facing these challenges. The study seeks to understand their creative processes, motivations, problems, and expectations for optimal content creation applications. The results show that the target users prioritize features such as trend analysis, audience research tools, and monetization insights. Performance analysis is one of them. Along with community forums for collaboration and inspiration, they also emphasize the need for organizational tools including moodboards, timelines, and integrated notes. Interestingly, most users prefer mobile-first applications with simple and intuitive designs over desktop-based solutions. They also value paid applications free of ads more than ad-supported free applications. These observations guide this paper to explain the Agile thinking process and design of content creation app development. Prioritizing user-centered design concepts, iterative feedback loops, and adaptability help the proposed app empower Generation Z creators by providing relevant, easy-to-use, and effective tools tailored to their needs.
creator: Nada Larasati Pambudi
creator: Achmad Syarief
rights: Copyright (c) 2025 Nada Larasati Pambudi, Achmad Syarief https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 635
ending page: 642
doi: 10.24114/gr.v14i2.66005

The Interface and User Experience Design of the Mobile Application “TUNEMATE” for Discovering a Music Companion and Attending Concerts
type: item
description: Finding friends with similar musical interests provides benefits for expanding friendship relationships. In addition, music friends also have the opportunity to become friends and watch concerts together. The difficulties faced in finding music friends and concert events require a solution in the form of designing the UI/UX of an application called Tunemate. This research applies a design thinking approach to create products that are oriented to user needs. The data collection method includes observation of music streaming applications, social media, and online ticket purchase platforms. For online questionnaires and user interviews, there are criteria from music streaming fans and concert activists. The data analysis method is by applying a qualitative method whose process follows each stage of the design thinking approach. The final result of the research created a prototype of the UI/UX design that was tested through Maze. The usability score obtained in Maze from the testing stage shows a score of 82 points. The design of the Tunemate application is suitable for users who want to experience a new way of using music streaming applications combined with social media and concert events. Overall, the appearance and features received positive feedback from the testers, who were very enthusiastic about the prototype. Thus, the design of the UI/UX of the Tunemate application has met the needs of users and is a one-stop solution to finding music friends, searching, as well as buying concert tickets and merchandise.
creator: Yudistira Putra
creator: Pratama Bayu Widagdo
rights: Copyright (c) 2025 Yudistira Putra, Pratama Bayu Widagdo https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2025-12-31
publication date: 2025-12-31
volume: 14
number: 2
starting page: 643
ending page: 653
doi: 10.24114/gr.v14i2.67780