Osi and Ji are Malang City mascots made with coherent design procedures. They represent a particular identity to appeal to the target audience. This paper examines the aesthetics of cuteness that synergize between the dimensions of affection, language, and design in the city’s mascot. The study is based on qualitative research with observations and interviews conducted between April and September 2018. The affective dimension of Osi and Ji is linked with their anthropomorphism. It creates a high level of intimacy for the audience. The design dimensions of Osi and Ji are determined by the ‘cuteness’ design principles, especially the use of basic shapes such as circles, vibrant colors, proportions, and poses. These three dimensions can function as a guide to design a city mascot character to have a strong visual impact. Keywords: Aesthetic of Cuteness, Character Design, City Mascot
Daya pikat dibutuhkan untuk mengalihkan perhatian audiens kepada desain, walaupun hanya sesaat. Daya pikat ini terdapat dalam semua bidang desain, terutama desain karakter. Salah satu contoh desain karakter adalah maskot. Malang merupakan kota pertama yang memiliki maskot yang dibuat dengan prosedur yang ideal, hasil dari kerjasama ADGI (Asosiasi Desainer Grafis Indonesia) Chapter Malang dengan Barenlitbang Kota Malang. Osi dan Ji adalah Maskot Kota Malang dengan bentuk anthropomorphism dari hewan singa dan burung manyar sebagai lambang kota Malang. Penelitian ini mengkaji desain karakter maskot tersebut menggunakan prinsip karakter desain, yaitu: silhoutte, shape, proportion dan pose. Data yang didapat dari hasil observasi, wawancara, dan dokumentasi desain karakter maskot Kota Malang dikaji dengan metode kualitatif dengan pendekatan analisis visual. Keempat prinsip desain saling menguatkan keseluruhan makna bahasa visual yang terdapat pada desain karakter maskot tersebut sehingga daya pikatnya tinggi terhadap khalayak sasaran dengan rentang usia yang luas.
Many potential tourism spots have been recently developed all over Malang, Indonesia. It all started from a university student’s project that transformed the packed living area of the colorful village of Jodipan (Kampung Warna Warni Jodipan) into a tourism destination. After this successful metamorphosis, the nearby villages started to develop their thematic villages. For example, across the bridge from Jodipan there is Kampung 3D and across the railroad track is Kampung Biru Arema. Near these places, there is Sukoharjo sub-district which is longing to do the same. One of the potential attractions on Sukoharjo is Haul Akbar Pondok Pesantren Darul Hadits Al-Faqihiyyah (the annual celebration of the Islamic boarding school Darul Hadits Al-Faqihiyyah), which is a pillar of religious tourism in Malang. This project explored a smartphone application design that would bring tourists to Sukoharjo. The design and development involved adapting prototype SDLC models to quickly involve the audience in the process. The prototype is expected to be used in a pilot project that further employs the development features of the smartphone application. Keywords: Smartphone application, potential tourism spots, prototype SLDC models
This research was conducted to obtain data about the positive impact of an animation movie for toddlers against most negative assumptions. Although the animation movie has benefits, toddlers should only watch with parental guidance. Parents could not avoid the growth of technology, thereby they should accompany their little one in order to prevent the bad effects of it. There are three research subjects to collect data: (1) Parents who have 2-5 years old toddlers, fill in a questionnaire with 15 questions. We choose parents with a good education background, 80% parents are bachelor degree and the rest have master degree; (2) Toddler, they watched 2 animation videos about colors and shapes from Little Baby Bum; (3) Teachers were interview to testify the effectiveness of educational animation at school curriculum. Educational animation is one of alternative media that could be used to increase student motivation. However, research subjects such as toddler could have unexpected behavior. Blended learning which combine conventional learning with educational animation has better result than only watch animation, because is easy for toddler to lose concentration.
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