cover
Contact Name
Irma Rochmawati
Contact Email
irma@email.unikom.ac.id
Phone
+6281294649662
Journal Mail Official
divagatra@email.unikom.ac.id
Editorial Address
Smart Building Lt.6 UNIKOM Jl. Dipatiukur No.112-116 Bandung 40132
Location
Kota bandung,
Jawa barat
INDONESIA
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain
ISSN : 2776656X     EISSN : 2776656X     DOI : https://doi.org/10.34010/divagatra.v1i1
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain is a regular journal published by the Fakultas Desain, Universitas Komputer Indonesia. DIVAGATRA is published twice a year in April and October. This scientific journal aims to disseminate the scientific works of Diploma (D3), Bachelor (S1) and Master Degree (S2) students in the fields of design, art and culture. The focus and scope of articles that can be published by this journal are in the fields of Interior Design, Visual Communication Design and Graphic Design as well as other design and culture fields.
Articles 5 Documents
Search results for , issue "Vol 3 No 2 (2023): DIVAGATRA " : 5 Documents clear
Identifikasi Klinik Pratama di Jawa Barat Terhadap Kenyamanan Psikologi Pengguna Ruang Veranita Br. Saragih; Hana Faza Surya Rusyda; Hendi Anwar
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v3i2.10779

Abstract

As time goes by, the human population level is increasing. Likewise with the development and increasing number of health units, especially clinics where the increasing number of clinics will lead to quite tight competition between clinics. The clinic itself is divided into two types, namely the primary and primary clinics. The clinic to be identified this time is a primary type clinic in West Java Province. For this reason, the facilities and spatial atmosphere that are applied to the interior elements available in a clinic will have an impact on the comfort of room users so that the number of visitors or patients arriving will increase. The author uses a qualitative research method to examine the interior design of this building, in which this method examines several primary clinic interiors located in West Java. Primary clinics that will be identified have the same inpatient provision. So it can be seen that the Pratama clinic in West Java has not paid attention to the design of interior elements which will have an impact on the psychology of space users.
Potensi Komik Web sebagai Media Edukasi Mental Health dan Self-Acceptance bagi Remaja Laki-laki di Indonesia Kevin Christian Setiawan; Dewi Isma Aryani
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v3i2.11018

Abstract

Pemahaman mengenai gambaran diri atau citra tubuh seseorang sudah ada sejak dulu, namun hal-hal tersebut dianggap hanya berlaku bagi perempuan saja. Kenyataannya pada laki-laki juga dapat terpengaruh oleh pemikiran destruktif terhadap diri mereka. Seiring perkembangan teknologi melalui keberadaan media sosial dewasa ini, permasalahan terkait citra tubuh seseorang semakin kompleks yang dapat mempengaruhi pikiran dan pertumbuhan mental konsumen media tersebut, terutama bagi para remaja. Penelitian ini merupakan penelitian kuantitatif dengan pendekatan metode glass box yang bertujuan untuk mengedukasi serta meningkatkan awareness terhadap isu body-positivity dan penerimaan diri remaja laki-laki melalui media komik web. Hasil pengumpulan dan analisis data menggunakan studi pustaka, survey, dan wawancara yang diolah menjadi ide landasan cerita. Adapun gaya gambar yang digunakan berupa ilustrasi ringan dan sederhana supaya mudah dipahami oleh pembaca. Oleh karena itu, dapat disimpulkan bahwa komik web ini dapat dijadikan media edukasi tentang penerimaan diri para remaja, khususnya laki-laki, supaya dapat berdamai dan menerima diri sendiri dengan segala kelebihan maupun kekurangan yang dimilikinya.
Perancangan Animasi sebagai Media Edukasi Kesadaran Masyarakat terhadap Kasus Penipuan File APK Nikkolas Fassa; Dewi Isma Aryani; Elizabeth Wianto
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v3i2.11052

Abstract

Cybercrime is a brand-new category of crime that involves computer and other technology-based communication networks. In December 2022, a brand-new type of cybercrime surfaced that conned its victims by exploiting APK files. Cybercriminals trick their victims by posing as important individuals as PLN officers, police officers, parcel couriers, family members who send invitation letters, and so forth. When a victim installs a specific program, cybercriminals can steal personal information and even withdraw savings balances from the victim's account by using the private message feature and convincing messages. This study seeks to inform the general population, particularly at-risk demographics between the ages of 40 to 60. The outcomes of data gathering and analysis were based on reviews from chosen respondents in interviews, surveys, and literature reviews. The target audience may easily comprehend the design visualization because it is a straightforward flat vector illustration. Therefore, it can be stated that this educational cartoon can be utilized to educate the public about the several types of cybercrime that exist in the modern period.
E-booklet Sebagai Media Informasi Mengenai Fenomena Cancel Culture di Media Sosial Syifa Rahmanida; Taufan Hidayatullah
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v3i2.11298

Abstract

Cancel culture is a phenomenon where someone will be eliminated because they are considered to have made a mistake either intentionally or unintentionally and are also considered offensive or problematic. This phenomenon is growing in Indonesia and can be found anywhere, but the cancel culture phenomenon is more common on social media because social media is free to express their opinions on something. cancel culture occurs as a form of protest and dislike for people, especially celebrities, who are considered to be against social norms. And this phenomenon is often misdirected, causing an impact on its victims for the hate speech they receive. But unfortunately there are still many people who do not know about this culture. So an information media design is needed as an effort to provide insight into the culture. Especially considering that there is still a lack of information media that discusses cancel culture, especially printed media. Based on this, the design of information media about the cancel culture phenomenon in the realm of social media will be made in the form of an illustrated e-booklet with various interesting visuals.
Desain Papan Permainan Tokoh Ibnu Battuta Muhammad Hasanudin Alfani; Deni Albar
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v3i2.11299

Abstract

Ibn Battuta was a Muslim born in the Moroccan population of the Muslim cities of Ibn Battuta, the city of Tangier. Born and raised in the town of Tangier, Ibn Battuta dreamed of traveling to cities far from where he lived. Until he decided to follow the trail of the dream on an expedition. The exploratory story has been written in the book entitled "rihla" but few know of it's existence, and the absence of any visual element found in it. This causes a lack of public interest in reading the story of Ibn Battuta from the book of rihlah. Not a few people are interested in learning the story of Ibn Battuta, but the problem of the lack of information telling the book's existence and the lack of visual elements that are at present a cause for the lack of interest. It could also be an opportunity to inform the public about the story of Ibn Battuta with more interesting delivery. The boardgames is a preferred solution to inform the public of the Ibn Battuta character, because games are one of the popular activities, as well as these games the public can imagine the Ibn Battuta on an exploration route.

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