https://journal.its.ac.id/index.php/vistra/issue/feed VISTRA: Jurnal Desain, Strategi Media dan Komunikasi 2025-02-11T09:07:51+07:00 Dr. Yurif Setya Darmawan, ST., M.Ds yurif@its.ac.id Open Journal Systems <p>VISTRA: Journal of Design, Media, and Communication Strategy is a publication of the Scientific Publication Center (PPI) under the Directorate of Research and Community Service at the Sepuluh Nopember Institute of Technology in Surabaya. The journal features research articles, reports on visual communication design, conceptual ideas, and discussions of broader issues related to design, media, and communication. VISTRA is published three times per year.<br /><br /></p> https://journal.its.ac.id/index.php/vistra/article/view/2054 Perancangan Buku Visual “Beyond The Guidebooks” Sebagai Media Pendukung Aktivitas Walking Tour Kota Tua Jakarta 2024-08-09T06:07:54+07:00 Cendikia Queenadita Karmadi Karmadi queenadita7@gmail.com Sabar Sabar sabar@prodes.its.ac.id Didit Prasetyo didit@its.ac.id <p>As a tourist destination experiencing fluctuations in visitor numbers, Jakarta Old Town has seen a decline in visitors due to the COVID-19 pandemic and negative perceptions towards historical tourism. Therefore, starting in 2023, the Jakarta Old Town Management Unit has developed a Jakarta Old Town Walking Tour program to promote this historic area. The newly launched walking tour program requires significant support. Currently, the program still lacks supporting media to sustain its operations. In designing supporting media for the Jakarta Old Town Walking Tour program, a design thinking method was applied to collect research data through a qualitative approach. This includes observation, literature review, design studies, target audience analysis, as well as interviews with stakeholders and sources. From this research, a big idea concept was formed with the selection of books as the primary medium in the design. This design resulted in a physical visual book with a creative media approach in the form of a traveling diary, and a visual approach using adapted art deco style illustrations. The book can document experiences, thoughts, and feelings while exploring Jakarta Old Town. The book's content includes information about the history of Jakarta Old Town, as well as various activities and accommodations in Jakarta Old Town. It is hoped that the book can support the Jakarta Old Town Walking Tour program, serving as a guide during the tour. The book is also expected to boost the enthusiasm of the younger generation. and enrich their experiences while traveling in Jakarta Old Town.</p> 2024-12-22T00:00:00+07:00 Copyright (c) 2024 Cendikia Queenadita Karmadi Karmadi, Sabar, Didit Prasetyo https://journal.its.ac.id/index.php/vistra/article/view/2049 Perancangan Motion Graphics Petunjuk Keselamatan Kerja untuk Penerapan Perancah sebagai Media Bantu Program Pelatihan Perusahaan XYZ 2025-02-11T09:03:51+07:00 Nadia Fadilah Rachmani nadianfr0124@gmail.com Octaviyanti Dwi Wahyurini oyndwi@its.ac.id <p style="font-weight: 400;">In the field of construction in Indonesia, workers are injured every year due to a lack of proper implementation of occupational health and safety (OHS), leading to accidents such as slipping, tripping, and falling from heights. In running their programs, XYZ Company has limited instructors and needs assistive media to complement the previous conventional learning media. Therefore, due to this matter, effective learning media is required as a guide to scaffold use following OHS rules to educate the training participants. The design data collection was conducted by applying several methods such as literature study, existing study, target audience study, depth-interview, observation, experimental study, expert interview, prototyping, and user testing to produce the final design. The results of this research will be analyzed to become a reference for determining a concept. The output media of this design are four motion graphic episodes about scaffolding. Specifically, the condition of scaffolding components such as tubes, base plates, couplers, planks and sole boards are explained in the first and second episodes. Meanwhile, the details of the scaffolding assembly process are explained in the third and fourth episodes. In designing the output, the author used 3D geometric style techniques for object illustrations and 2D visual art deco style for environmental illustrations. In conclusion, as a training program tool, this output contributes to completing the learning media for the scaffolding technician class at XYZ Company and helps participants improve their comprehension regarding scaffolding.</p> 2024-12-22T00:00:00+07:00 Copyright (c) 2024 Nadia Fadilah Rachmani, Octaviyanti Dwi Wahyurini https://journal.its.ac.id/index.php/vistra/article/view/2645 The Perancangan Komik Tentang Edukasi Literasi Keamanan Digital untuk Remaja Usia 17-21 Tahun 2025-02-05T06:57:57+07:00 Fayza Aynun Nabila nabilabila333@gmail.com Rabendra Yudistira Alamin rabendra@its.ac.id <p><em>The low rate of digital literacy in the digital safety pillar along with the high urgency of the need to learn digital literacy raises a need for educational media on awareness of threats within cyberspace. This media should achieve two things, increasing insight into threats in cyberspace and teaching preventive actions aimed at protecting oneself while using the internet effectively. The research methods used in this design include existing studies, literature studies, questionnaires, depth interviews, and experimental studies. Research begins with an existing study to examine previous media about similar phenomenon, followed by a literature study to obtain information for media content. First questionnaire was conducted to find out target’s initial interest, first depth interview was conducted to obtain primary data from main stakeholders, followed by an experimental study to design the basic concept. The concept was then evaluated in the second depth interview. The second experimental study resulted in a prototype which was then tested through second questionnaire. At the end of research, user test was carried out with ARCS model to test its effectiveness. The output is a digital comic with vertical scrolling format titled DIGI DIVE. The content is divided per crime case with a total of 9 major cases consisting of 20 episodes. It is hoped that with this comic, readers can learn at least 15 types of cybercrime and preventive actions that they can use to protect themselves from it.</em></p> 2024-12-22T00:00:00+07:00 Copyright (c) 2024 Fayza Aynun Nabila, Rabendra Yudistira Alamin https://journal.its.ac.id/index.php/vistra/article/view/2052 Perancangan Board Game Bertema Rantai Makanan 2025-02-11T09:07:51+07:00 Reyanaska Arumdapta Khairani reyanaska@gmail.com Nurina Orta Darmawati nurinaorta@gmail.com Sabar Sabar sabar@prodes.its.ac.id <p>Indonesia is a country known for its abundant biodiversity and various classifications of ecosystems and vegetation. However, it faces challenges in terms of conservation and ecological education for the early teens, who often lack an understanding of ecosystems and food chains. Education plays a crucial role in improving the quality of the early teens and addressing cultural and national character issues. Unfortunately, learning materials are often uninteresting or ineffective. Research indicates that game-based learning media, such as educational board games, can significantly enhance motivation and learning outcomes. Therefore, the development of an educational board game on food chains is expected to attract students' interest, increase their understanding and ecological awareness, and support environmental conservation in Indonesia. The research methods included target player analysis, in-depth interviews, experimental studies, and user testing. The process included primary data collection through interviews to refine the draft board game, prototype design and testing, and revision based on feedback. The final prototype was printed after the revision process. A pilot test wasconducted to assess the readiness and effectiveness of the board game according to the age criteria and subject matter. The result of this design is the Nature Gambit board game with drafting mechanics that incorporate the food chain theme. This board game includes components such as living creature characters, biome boards, player guides, answer key books, rule books, knowledge books, and dice. The comprehensive design aims to make learning about food chains engaging and educational, ultimately fostering a deeper understanding and appreciation of ecological systems among students.</p> 2024-12-22T00:00:00+07:00 Copyright (c) 2024 Reyanaska Arumdapta Khairani, Nurina Orta Darmawati, Sabar https://journal.its.ac.id/index.php/vistra/article/view/2649 Perancangan Board game Bertema Makhluk Mitologi dan Konsep Kosmologi Hindu Indonesia Menggunakan Gaya Anime Fantasi 2025-02-05T08:33:50+07:00 Nabila Amalia Putri nabila.ap2002@gmail.com Rabendra Yudistira Alamin rabendra@its.ac.id <p><em>Fantasy content is one of the most popular media genres in Indonesia, the majority of which are based on local mythological themes. In a 2022 study, fantasy genre movies were included in Gen Z's favourite genre with a percentage of 50%. Based on other popular media studies in Indonesia, mythological themes have the potential to gain attention and enthusiasts if they are elevated into game media where the majority of enthusiasts are young people, especially games. Indonesian mythology has many stories and characters with unique forms and abilities, so it has the potential to be adapted to physical game media or board games. Board games are a type of game that is quite popular in the community, this is indicated by the spread of Board game cafes in major cities in Indonesia and the Indonesian Board game community which is still very active. In fact, on 1 August 2023, Kemenparekraf provided support for the Board game creative industry by discussing the preparation of the Indonesian Board game industry profile with APIBGI. This research uses various methods, including literature studies, existing studies, depth interviews, experimental studies, prototyping, and user testing that can be repeated as the design process progresses, then evaluating the designs that have been made. Based on the results of interviews, market studies, and literature, the target user age segmentation was narrowed to the range of 18-26 years old. This design created a Board game titled ‘Kalpa’, where players are challenged to maintain the balance of the world on the top of a giant turtle during one world period called Kalpa. Players must harmonise each celestial creature and item obtained by fulfilling the needs of each creature that has been summoned to achieve the highest score.</em></p> 2024-12-22T00:00:00+07:00 Copyright (c) 2024 Nabila Amalia Putri, Rabendra Yudistira Alamin