JURNAL KEMADHA
https://jurnal.usahidsolo.ac.id/index.php/kmd
<p>Jurnal <strong>KEMADHA</strong> merupakan salah satu sarana publikasi di bidang Seni Visual dan Desain. Jurnal <strong>KEMADHA </strong>dengan nomor<strong> e-ISSN: 2985-6663 dan p-ISSN: 2087-9911</strong>, diterbitkan dua kali setahun pada bulan <strong>April dan Oktober</strong>. Jurnal ini diharapkan dapat membantu peneliti, praktisi, dosen, dan mahasiswa dalam mempublikasikan artikel ilmiah.</p>Universitas Sahid Surakartaen-USJURNAL KEMADHA2087-9911Desain Buku Interaktif Digital Tentang Stunting untuk Anak-anak Di Indonesia
https://jurnal.usahidsolo.ac.id/index.php/kmd/article/view/2130
<p><em>Stunting is a major child health problem in Indonesia due to chronic malnutrition. Low consumption of nutritious food and children's limited understanding of healthy eating patterns are factors that require special attention. Early education is a crucial step in developing children's understanding of balanced nutrition and instilling healthy lifestyle habits. This study aims to design a digital interactive book as a stunting education medium for children aged 5-9 years. The ADDIE (Analysis, Design, Development, Implementation, Evaluation) method was used, including needs analysis, media design, interactive content development, trial implementation, and evaluation of media effectiveness. The results show that the digital interactive book is effective in conveying messages about the importance of balanced nutrition and the role of a healthy diet in preventing stunting. However, its limitation is the need for parental guidance in understanding certain interactive content and features for optimal learning. Therefore, the interactive book is an innovative alternative educational medium in efforts to prevent stunting, with parental involvement still needed to support the success of nutrition education for children.</em></p> <p><em> </em></p> <p><strong><em>Keywords</em></strong><em> : </em><strong>Stunting, Balanced Nutrition, Children's Education, Digital Interactive Book, ADDIE Method </strong></p>Rany PutriyantiYudi Wibowo
Copyright (c) 2025 JURNAL KEMADHA
2025-10-252025-10-251529611010.47942/ke.v15i2.2130Perancangan Video Iklan Layanan Masyarakat Tentang Bullying
https://jurnal.usahidsolo.ac.id/index.php/kmd/article/view/2128
<p>Bullying is a growing social problem, especially among children and adolescents, with serious impacts on the psychological, academic, and even life of victims. A novelty is that the number of bullying cases is still relatively high in schools, despite various prevention efforts. Data from the Indonesian Child Protection Commission (KPAI), UNICEF, and UNESCO show that physical bullying is the most common type of bullying. Existing educational media are still less engaging and less effective in touching the audience's emotions, so that prevention messages are not optimally conveyed. The urgency of this issue lies in the lack of creative campaign tools that can raise public awareness of the dangers of bullying, tools that are both informative and emotional, thereby encouraging students, parents, and the community to take action and prevent bullying. The design aims to create educational media in the form of a public service announcement video that is communicative, engaging, and able to convey bullying prevention messages to the target audience effectively. The method employed quantitative methods, utilizing measurable instruments such as questionnaires, percentage data, and the number of cases. Additionally, it incorporated design methods from StudioAntelope, which encompass the stages of development, pre-production, production, post-production, and distribution. The process included developing ideas and concepts, developing a storyline, storyboarding, shooting, editing, mixing, and rendering, with distribution through social media. The results are a public service announcement video with a realistic cinematic visual style that conveys a powerful, emotionally engaging message. It is expected to serve as an effective educational tool for reducing bullying, fostering empathy, and encouraging community participation in preventing bullying.</p>Stevany Deona FirstaAhmad Khoirul Anwar
Copyright (c) 2025 JURNAL KEMADHA
2025-11-132025-11-1315211113810.47942/ke.v15i2.2128P Perancangan Buku Explainer Digital Sebagai Media Edukasi Untuk Anak Mengenai Bahaya Pengaruh Media Sosial Berlebihan
https://jurnal.usahidsolo.ac.id/index.php/kmd/article/view/2127
<p>Social media is a platform or application that facilitates online interaction. Social media is found in everyday life, with platforms like YouTube, TikTok, Twitter, and Instagram available. Social media has become a popular entertainment platform for teenagers, parents, and children, offering numerous benefits in providing a variety of information and content quickly. However, social media also has negative impacts, especially when children are influenced by it. Excessive scrolling can lead to decreased thinking skills due to excessive consumption of digital content. The goal of this design is to create a book that can serve as an educational medium for children about the dangers of social media influence. The creation of this digital explainer book applies the design thinking method based on the Institute of Design at Stanford. The stages in design thinking are: empathize, define, ideate, prototype, and test. These elements summarize the design foundation. The result of this design is a prototype. Therefore, this digital explainer book can be a medium for providing understanding aimed at educating children about the wise use of social media. </p> <p> </p>Anisa WasesaAhmad Khoirul Anwar
Copyright (c) 2025 JURNAL KEMADHA
2025-10-272025-10-2715213915710.47942/ke.v15i2.2127DESAIN UIUX DALAM PENGELOLAAN BISNIS DAN PEMASARAN FUNNARA KARANGANYAR
https://jurnal.usahidsolo.ac.id/index.php/kmd/article/view/2121
<p><em>Perancangan ini mengangkat tema tentang desain User Interface (UI) dan User Experience (UX) untuk mendukung pengelolaan bisnis dan pemasaran Funnara Karanganyar. Funnara merupakan UMKM fashion keluarga yang menghadapi fluktuasi omzet akibat ketergantungan pada marketplace serta keterbatasan pengelolaan secara mandiri. Permasalahan utama meliputi ketidakstabilan penjualan, penurunan margin keuntungan, penalti pengiriman, dan kurangnya penguatan citra merek. Urgensi perancangan ini terletak pada kebutuhan Funnara akan platform e-commerce mandiri yang memberikan kendali penuh atas strategi pemasaran, manajemen stok, dan interaksi dengan pelanggan. Tujuan perancangan adalah menghasilkan konsep dan prototipe UI/UX yang efektif, responsif, dan mudah digunakan guna meningkatkan efisiensi pengelolaan bisnis sekaligus memperkuat daya saing. Metode yang digunakan adalah design thinking dengan tahapan empati, definisi, ideasi, dan pembuatan prototipe, tanpa uji coba langsung karena desain masih berupa rancangan visual. Hasil perancangan berupa desain UI/UX e-commerce dengan tampilan modern, navigasi terstruktur, kategori produk yang jelas, serta elemen interaktif yang konsisten dengan identitas merek Funnara.</em></p>Adzkia AnandikaEvelyne Henny Lukitasari
Copyright (c) 2025 JURNAL KEMADHA
2025-10-282025-10-2815215817610.47942/ke.v15i2.2121DESAIN STORY GAME TENTANG BULLYING VERBAL DI KALANGAN REMAJA
https://jurnal.usahidsolo.ac.id/index.php/kmd/article/view/2116
<p><em>Bullying verbal di kalangan remaja merupakan permasalahan sosial yang berdampak serius terhadap kesehatan mental, emosional, dan perkembangan karakter korban. Tingginya kasus bullying verbal di Indonesia, yang sering dianggap sekadar candaan, menyebabkan sulitnya identifikasi dan penanganan sehingga korban kerap enggan melapor. Permasalahan ini menunjukkan adanya kebutuhan akan media edukasi yang efektif, interaktif, dan relevan dengan kehidupan remaja. Perancangan ini bertujuan untuk menciptakan story game bertema bullying verbal sebagai sarana sosialisasi dan pembelajaran mengenai dampak negatif perundungan, sekaligus membangun empati dan kesadaran sosial di kalangan pemain. Metode yang digunakan adalah design thinking. Hasil perancangan berupa prototipe story game beralur non-linear dengan gaya visual semi-realistis, yang memungkinkan pemain mengeksplorasi berbagai skenario bullying verbal, membuat pilihan, dan melihat konsekuensi dari setiap tindakan. Karya ini diharapkan dapat menjadi media edukatif yang menarik, memperkuat pesan moral tentang pentingnya saling menghargai, dan berkontribusi dalam upaya pencegahan bullying verbal di kalangan remaja.</em></p>Willy KurniawanEvelyne Henny Lukitasari
Copyright (c) 2025 JURNAL KEMADHA
2025-10-292025-10-2915217719410.47942/ke.v15i2.2116