Perancangan ulang ilustrasi cerita rakyat Indonesia Si Pitung untuk buku cerita interaktif = Redesign of Indonesian folklore Si Pitung illustrations for an interactive book

Kunanda, Caitlyn (2024) Perancangan ulang ilustrasi cerita rakyat Indonesia Si Pitung untuk buku cerita interaktif = Redesign of Indonesian folklore Si Pitung illustrations for an interactive book. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Cerita rakyat merupakan cerita dari suatu daerah yang memiliki ciri khas daerah tersebut serta pesan moral. Pesan moral ini dapat menjadi pendidikan. Indonesia telah memiliki banyak buku gambar dengan cerita rakyat, namun seiring perkembangan zaman, anak-anak kini lebih tertarik pada aktivitas yang melibatkan interaksi. Buku interaktif dapat menjadi media yang menarik bagi anak. Mengingat sedikitnya buku interaktif dengan cerita rakyat Indonesia, penulis akan merancang ilustrasi berdasarkan cerita rakyat dari budaya Betawi, khususnya kisah "Si Pitung", untuk buku interaktif. Penyesuaian ilustrasi harus dilakukan secara hati-hati agar dapat berpadu secara harmonis dengan elemen-elemen interaktif. Tugas Akhir ini dirancang menggunakan metodologi Six Thinking Hats dan ilustrasi ini akan dibuat berdasarkan prinsip-prinsip desain seperti komposisi, shot angle, bentuk karakter, dan lainnya yang dilakukan dengan studi pustaka serta wawancara. Ilustrasi ini juga akan menggunakan gaya Naive Art. Dengan melakukan perancangan ulang ilustrasi untuk buku interaktif yang mengusung kata kunci "Playful" dan "budaya Betawi era kolonialisme", diharapkan buku ini dapat menarik perhatian anak-anak untuk membaca sekaligus mendapatkan edukasi. / A folklore is a story that originates from a certain area that mirrors the culture and have moral message. The moral message of the folklore can be education for the people. Even though Indonesia have various picture books of folkfore, as the times changes, children these days prefer a medium that involve an active participation. One of such medium is an interactive book. Knowing that an interactive book is very few in Indonesia, the writer will design the illustration based on the folklore from the Betawi culture, more specifically the story of "Si Pitung". The adjustment of the illustration has to be done in a very careful way in order to make the pictures align well with the interactive elements. This Final Assignment Project is designed using the Six Thinking Hats methodology. Illustration will be arranged using design principles like compositions, shot angles, character shapes, and other principles which will be done with literature review and interview. The illustration will also be using Naive Art. By redesigning the illustration for the interactive book using the keywords "Playful" and "Colonial Era Betawi Culture", it is hoped that this book will attract the attention of kids in order for the to read and also learn.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Kunanda, CaitlynNIM01023200001happycaitlyn146@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorLaurencia, JessicaNIDN20160060jessica.laurencia@uph.edu
Thesis advisorMauleti, Eston K.NIDN20000775eston.mauleti@uph.edu
Uncontrolled Keywords: cerita rakyat; Si Pitung; buku interaktif; ilustrasi; folkfore; Si Pitung; interactive book; illustration.
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: CAITLYN CAITLYN
Date Deposited: 07 Jun 2024 09:32
Last Modified: 08 Jul 2024 06:36
URI: http://repository.uph.edu/id/eprint/63143

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