Perancangan ulang visual board game (studi kasus: orang rimba)

Subagia, Shella (2020) Perancangan ulang visual board game (studi kasus: orang rimba). Bachelor thesis, Universities Pelita Harapan.

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Abstract

‘Orang Rimba: The Forest Keeper’ merupakan permainan yang bercerita tentang Suku Anak Dalam penduduk asli yang menempati kawasan Taman Nasional Bukit Dua Belas, Jambi. Permainan ini dirancang oleh Anggreini Pratiwi dan diterbitkan oleh Hompimpa! Games. Setelah melalui analisa visual dan perbandingan dengan studi literatur ditemukan bahwa representasi Suku Anak Dalam dalam permainan yang kurang tepat. Hal ini sangat disayangkan mengingat representasi yang tidak tepat dapat menimbulkan kekeliruan edukasi terhadap audiens. Selain itu melalui observasi dan simulasi permainan ditemukan juga permasalah usability pada komponen permainan meliputi efisiensi desain tata letak, pengelompokan dan hierarki informasi, diferensiasi komponen permainan, sistem penggunaan ikon, termasuk desain kemasan dan identitas visual yang tidak konsisten. Hal ini membuat ‘Orang Rimba: The Forest Keeper’ dinilai sulit untuk dimainkan. Berdasarkan pemaparan hasil analisa visual penulis melakukan perancangan ulang terhadap keseluruhan desain visual permainan meliputi ilustrasi, desain tata letak dan sistem identitas visual dengan tujuan menyampaikan representasi Suku Anak Dalam dengan tepat, serta mempermudah audiens memaikan permainan melalui penyampaian informasi yang efisien. / ‘Orang Rimba: The Forest Keeper' is a board game that tells the story about Anak Dalam Tribe, the native resident who inhabiting the Bukit Dua Belas National Park Region, Jambi. This game was designed by Anggreini Pratiwi and published by Hompimpa! Game. Through a visual analysis and comparison by several literature studies, it was found several misrepresentations of the Anak Dalam tribe. This was considered a loss considering that inaccurate representation can lead to educational errors to the audience. Moreover, through game observation and simulation, it was also found several usability problems in the game components included the efficiency of the layout design, grouping and information hierarchy, the differentiation of game components, the use of icon systems, including packaging design and inconsistent visual identity. This makes 'Orang Rimba: The Forest Keeper' difficult to play. Based on the results of the visual analysis, the writer did a redesign of the overall visual design of the game including illustrations, layout design and visual identity system with the aim of conveying the representation of the Anak Dalam tribe correctly and making an easier way for the audience to play the game through efficient information delivery.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Subagia, ShellaNIM00000021557shellaphan24@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorHananto, Brian AlvinNIDN0303109201brian.hananto@uph.edu
Thesis advisorRahardjo, Christo WahyudiNIDK20080019heavylildude@gmail.com
Uncontrolled Keywords: representasi visual; usability; kebudayaan; suku Anak Dalam; primitif;
Subjects: N Fine Arts > N Visual arts (General) For photography, see TR
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design
Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design
Depositing User: Shella Subagia
Date Deposited: 27 Jul 2020 08:22
Last Modified: 27 Jul 2020 08:22
URI: http://repository.uph.edu/id/eprint/9489

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