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Perancangan Environment Graphics Museum Gajah Hananto, Brian Alvin; Soenarjo, Hady
Nirmana Vol 17, No 2 (2017): JULY 2017
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1121.457 KB) | DOI: 10.9744/nirmana.17.2.67-77

Abstract

Sebagai salah satu museum yang tua, Museum Gajah memiliki ribuan koleksi yang dipamerkan dalam tempat yang terbatas. Pameran artefak yang padat di Museum Gajah tidak memiliki environment graphic yang  harusnya  dapat  menunjang  pameran  tersebut.  Kajian  ini  bertujuan  untuk  membuat  sebuah environment  graphic  baru.  Dengan  observasi  lapangan  dan  studi  referensi,  hasil  desain  dari  kajian  ini dapat menjadi model akan bagaimana proses desain environment graphic dapat dilakukan.
Kajian Intertekstualitas Sampul Album 'Viva La Vida' dari Coldplay Brian Alvin Hananto
DeKaVe Vol 12, No 2 (2019): Jurnal DeKaVe Vol. 12 No. 2 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v12i2.3327

Abstract

Every design objects had meanings that borrowed their meanings from other texts. This understanding comes from the notion of intertextuality, in which this notion isn’t absent from graphic design. This article will discuss about the design of Coldplay’s 2008 ‘Viva La Vida’ album cover design. The study for the design will be done in two ways, in a formalistic manner which elaborates the design and visual elements of the design, and also in a contextual manner which discusses the meanings that come from external texts. The study is approached with a qualitative perspective, using the artifact analysis and literature review method. The result of the study is the conclusion that ‘Viva La Vida’ had borrowed references from other popular texts that enriches the value of the design. The author hoped that this writing can open up new perspective on how to see graphic design objects.
Kajian Intertekstualitas Sampul Album ‘Viva La Vida’ dari Coldplay Brian Alvin Hananto
DeKaVe Vol 12, No 2 (2019): Jurnal DeKaVe Vol. 12 No. 2 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (828.079 KB) | DOI: 10.24821/dkv.v12i2.3519

Abstract

Halaman Depan JSDIS Volume 1 Edisi 1 Brian Alvin Hananto
Jurnal Strategi Desain dan Inovasi Sosial Vol 1, No 1 (2019): Desain Sebagai Strategi dan Inovasi Sosial
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v1i1.2398

Abstract

Halaman Depan JSDIS Volume 3 Edisi 1 Brian Alvin Hananto
Jurnal Strategi Desain dan Inovasi Sosial Vol 3, No 1 (2021): Adaptabilitas & Strategi Inovasi Desain Sosial (Di Masa Pandemi)
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v3i1.4749

Abstract

Halaman Depan JSDIS Volume 1 Edisi 2 Brian Alvin Hananto
Jurnal Strategi Desain dan Inovasi Sosial Vol 1, No 2 (2020): Melihat Kemungkinan Desain Sebagai Strategi dan atau Pendorong Inovasi Sosial
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v1i2.2399

Abstract

Perancangan Sistem dan Loka Karya Desain Poster Penelitian Sekolah GenIUS Brian Alvin Hananto; Alfiansyah Zulkarnain; Ellis Melini; Kartika Magdalena Suwanto; Helena Calista; Stefanny Kusuma
Jurnal Strategi Desain dan Inovasi Sosial Vol 3, No 2 (2022): Desain sebagai Pendorong Inovasi Sosial di Masa Pandemik
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v3i2.5069

Abstract

Desain komunikasi visual dan desain grafis sebagai sebuah keahlian adalah sesuatu hal yang krusial dan juga kontributif bagi orang-orang dari disiplin non-desain. Prinsip ini menjadi dasar dalam kegiatan pengabdian kepada masyarakat yang dilakukan oleh tim penulis bersama dengan Sekolah GenIUS. Dalam kegiatan tersebut, tim penulis membuat perancangan sistem poster penelitian yang dapat digunakan oleh siswa-siswi Sekolah GenIUS, dan mengadakan sebuah loka karya untuk mengedukasi dan juga melatih siswa-siswi Sekolah GenIUS untuk bisa memahami dan juga membuat desain dengan sistem poster penelitian tersebut. Dari loka karya yang diselenggarakan secara daring ini, tim penulis banyak mendapat respon positif terkait kegiatan yang dilakukan terlepas dari kendala-kendala teknis dalam kegiatan tersebut. Kegiatan ini dapat menjadi bukti pendukung dari bagaimana ilmu desain memiliki kontribusi terhadap ilmu-ilmu lain.
Halaman Depan JSDIS Volume 2 Edisi 1 Brian Alvin Hananto
Jurnal Strategi Desain dan Inovasi Sosial Vol 2, No 1 (2020): Desain Sebagai Strategi Pendorong Inovasi Sosial? Mungkin!
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v2i1.2812

Abstract

Halaman Depan JSDIS Volume 2 Edisi 2 Brian Alvin Hananto
Jurnal Strategi Desain dan Inovasi Sosial Vol 2, No 2 (2021): Strategi Inovasi (Desain) Sosial di Masa Pandemi
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v2i2.3487

Abstract

ANALISA VISUAL DARI ELEMEN PERMAINAN KARTU ‘THE ART OF BATIK’ Brian Alvin Hananto; Jennifer Audiah
Jurnal Bahasa Rupa Vol. 2 No. 2 (2019): Jurnal Bahasa Rupa April 2019
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i2.367

Abstract

Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the visuals and interface of the game. The author concludes that the main issue is found on the visual of ‘The Art of Batik’ card game. The cards have poor information arrangement and hierarchy, which can be properly addressed by reconsidering the layout of the pieces of information. From this conclusion, the author suggests that a redesign of ‘The Art of Batik’ can be executed based on the author's foundings so that the game can be more effectively played and easier to understand.