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Felix Dwi Natanael; Jason Prestiliano; T. Arie Setiawan Prasida

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The rapid advancement of technology has made it easier for the public to access online loans (pinjol), but it has also increased the risk of misuse by illegal entities. The Financial Services Authority (OJK) recorded that from 2018 to 2022, it shut down 4,265 illegal online lending platforms. However, many cases continue to emerge due to the ease of creating applications and the use of overseas servers. Teachers are among the most affected victims due to low salaries and high living costs. The impacts of illegal online loans are highly detrimental, including the leakage of personal data, threats, intimidation, and excessively high interest rates. Education is crucial to prevent new victims. Isometric motion graphics are chosen as a medium because of their advantages in delivering information through engaging, clear, and easily understood visual and audio elements that are sustainable for audiences.

Rudjiono Rudjiono; Nining Fitriani; Muhammad Faiz Amrillah; Ahi Ritma Prianahatin

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Bullying is one of the most common forms of violence still occurring in schools, causing serious impacts on students’ psychological conditions and social development. Various efforts have been made to reduce bullying cases, yet communicative campaign media that match the characteristics of the digital generation remain limited. This study aims to develop educational media based on interactive motion graphics designed with Visual Communication Design principles to support anti-bullying digital campaigns in schools. The research stages include designing the main characters using Adobe Illustrator and Adobe Photoshop, separating body parts in vector format for easier animation, importing the files into Adobe Character Animator, and synchronizing movements, facial expressions, and voices through dubbing processes. The final product is an interactive animation entitled “Berani Bicara, Berani Membela” (Dare to Speak, Dare to Defend), which features three main scenes: bullying in a school corridor, peer support in the classroom, and reporting the case to the guidance counselor. The findings indicate that this media provides a more engaging and interactive learning experience while effectively delivering moral messages. The animation not only emphasizes the importance of victims’ courage to report bullying but also highlights peer support and the school’s role in providing protection. Therefore, interactive motion graphics can serve as an alternative digital campaign strategy that is relevant, easily accepted by young generations, and has the potential to foster safe, inclusive, and friendly school environments for all students.

Muhammad Isla; Gobel, Citra Yustitya; Zahrannisa, Adea

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The development of digital technology has driven substantial transformation in communication patterns and access to information, especially among the younger generation. However, the relatively low level of digital literacy is still a problem that requires strategic handling. This study aims to examine the effectiveness of using motion graphics a social campaign medium in increasing awareness of digital literacy among the younger generation. research methodology applied uses a quantitative approach, utilizing interview, analysis, and survey techniques. Research respondents were exposed to the campaign through motion graphic media, and their level of understanding was measured through a comparative evaluation between conditions before and after the intervention. results the study show that the use of motion graphics as a social campaign medium significantly increases the understanding and awareness of the younger generation towards digital literacy. Attractive visualization factors, concise message delivery, and a combination of audio and animation elements have been shown to strengthen the appeal and effectiveness of the campaign. These findings indicate motion graphics can be an effective communication strategy in conveying social messages, especially in digital literacy issues. Therefore, motion graphic based social campaigns can be optimized as educational tools for the younger generation in facing challenges digital era. 

Bisyri Musthofa; Bisyri Musthofa; Diana Aqidatun Nisa; Aryo Bayu Wibisono

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The development of AI has fundamentally transformed the professional ecosystem, creating a series of contemporary challenges for Generation Z preparing to enter the work arena. This study focuses on the development of motion graphic storyboards as an educational instrument to enhance Generation Z's employability capabilities for the AI era. Implementing a hybrid research methodology, data collection was conducted through digital surveys and in-depth dialog with experts to explore perceptions on the implications of AI on employment and the strategic competencies needed to adapt. The research findings indicate that Generation Z shows substantial awareness of the urgency of skills upgrading and transfer, although there is still a lack of clarity in understanding the concrete consequences of AI on future employment prospects. The motion graphic design developed presents an adaptive approach through an engaging storyline, narrative visualization, and interactive character elements, with an emphasis on the concepts of T-Shaped Skills and Transferable Skills. The research concludes that professional readiness in the era of AI digitalization requires not only technological understanding, but also adaptive flexibility, creativity, and synergy between human capacity and digital systems. Motion graphics were identified as the optimal medium to convey knowledge and strengthen Generation Z's position in anticipating future professional dynamics.

Vanessa Valencia Eleora; Silvi Alin Dhiya; Encang Saepudin; Rinda Aunillah Sirait

Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

The spread of illegal cosmetics in Indonesia remains a concerning issue, particularly through digital platforms. One of the main contributing factors is the lack of public awareness and understanding regarding the differences between legal and illegal products. To address this challenge, animation-based media was chosen as an effective educational tool. This paper describes the implementation of motion graphic techniques in producing the animated video “Produk Aman, Kulit Nyaman”, which emphasizes the importance of using safe and legally approved skincare products. Motion graphics were selected for their ability to dynamically present visual elements, making the message more accessible to the audience. The editing process is divided into three key stages: material collection, assembly, and testing. Material collection focuses on systematic asset organization; assembly involves animating the assets using Adobe After Effects based on a structured storyline; and testing includes internal evaluation and informal validation by five female high school students as representatives of the target audience. This approach shows that motion graphics are not only effective in conveying educational messages but also contribute creatively to improving consumer literacy.

Setiyo Prihatmoko; Setiyo Prihatmoko; M Syarif Husen; Sumaryanto, Sumaryanto

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Promotional strategies are used in marketing to determine the best way to bring products or services to certain markets, but sometimes in companies these strategies are often not optimal, as is still done by the printing and advertising company Permata Jaya Printing which only uses print media in the form of banners, posters , word of mouth and social media so that this promotional strategy is considered less effective in reaching a wider audience. To support the promotional media used by Permata Jaya Printing, the author tries to offer another alternative, namely the use of promotional media in the form of digital advertising videos based on motion graphics as a solution to this problem which is then distributed via social media. . Media such as Instagram and WhatsApp. The author chose to use the Research and Development (RnD) method in carrying out research which aims at the process of systematically searching for new knowledge, ideas, products and technologies, as well as developing and applying them to encourage innovation and growth. User efficacy test results were 83.5%. which is classified as very effective. So that this advertising video product can be declared feasible

Rahman Syarif; Dwi Mutia Sari

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Rangawak Atelier is a furniture brand founded by Mr. Widi, combining handcrafted quality with the aesthetics and cultural identity of Minangkabau. The brand produces furniture such as chairs and tables that highlight beauty and sustainability, reflecting a spirit of adventure and social contribution. This final project aims to create promotional media in the form of Augmented Reality (AR) filters to ensure the Rangawak brand remains well-known and relevant. The 4-D Model (Define, Design, Develop, Disseminate) is employed, involving stages of definition, design, development, and dissemination. Augmented Reality allows consumers to view products in unique 3D designs through Instagram filters, thereby expanding the promotional reach without requiring additional applications. Supporting promotional media include posters, foam boards, motion graphics, postcards, Instagram reels, and catalogs, all aimed at enhancing consumer interaction with the Rangawak Atelier brand. By using these innovative AR filters, Rangawak Atelier provides a distinctive and engaging promotional tool, helping consumers visualize the products in their own spaces and thereby making informed purchasing decisions. This approach not only maintains the brand’s presence in the market but also aligns with modern marketing trends, leveraging digital technology to create a memorable and interactive consumer experience.

Ananda Prathama Saputra; Muhammad Hafidz Sidqi Riupassa; Amata Fami; Reneta Mega Zaskia

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

The aim of this study is to assess the influence of subtitles in the "Affordable" motion graphics on the comprehension of 7th-grade students at SMPN 7 Bogor. This research utilizes a quantitative descriptive approach. In this study, samples are obtained through non-probability sampling, and respondents are selected using purposive sampling. Simple linear regression is employed as the data analysis technique. The results of the simple linear regression analysis reveal that the "Affordable" motion graphics have a positive and significant impact on the comprehension of 7th-grade students at SMPN 7 Bogor, accounting for 24.46%, while the remaining 75.54% is influenced by other variables.

Muhammad Farhan Alkautsar; Muhammad Sukriyatma; Daffa Akmal Aminuddin; Amata Fami

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

The aim of this research is to see the effect of motion graphic duration on audience retention levels when conveying information about non-effective taxpayers and also to make recommendations for optimal duration to increase audience retention by using non-effective taxpayer motion graphics as a case study. A quantitative approach with a correlational type was used in conducting this research, as well as the use of YouTube Analytics to analyze data on audience retention levels while watching motion graphics. This research found a significant linear relationship between the duration of motion graphics and audience retention based on the motion graphics presented. A duration that exceeds three minutes can decrease audience retention.