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1

., I. Made Dwipayana, I. Made Putrama, S. T. ,. M. Tech ., and Nyoman Sugihartini, S. Pd ,. M. Pd . "Pengembangan E-Modul Mata Pelajaran Desain Grafis Bitmap Berbasis Project Based Learning Kelas X Multimedia Di SMK TI Bali Global Singaraja." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 7, no. 2 (July 27, 2018): 149. http://dx.doi.org/10.23887/karmapati.v7i2.15284.

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Tujuan penelitian ini (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan pengembangan e-modul berbantuan media CAI pada mata pelajaran Desain Grafis Bitmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja, (2) Untuk mengetahui respon guru dan siswa terhadap pengembangan e-modul berbantuan media CAI pada mata pelajaran Desain Grafis Bitmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja. Model pembelajaran yang diterapkan dalam pengembangan modul elektronik ini adalah model pembelajaran project based learning. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Multimedia di SMK Ti Bali Global Singaraja tahun ajaran 2017/2018. Untuk mengetahui respon guru dan siswa terhadap e-modul desain grafis bitmap diperoleh dengan menggunakan metode angket. Hasil penelitian menunjukkan bahwa: (1) Hasil rancangan dan implementasi e-modul berbantuan media CAI yang telah dikembangkan pada mata pelajaran Desain Grafis Bittmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. (2) Hasil analisis data respon guru menunjukkan bahwa, didapatkan rata-rata skor respon sebesar 39, jika dikonversikan ke dalam tabel penggolongan respon maka termasuk pada kategori positif. Sedangkan untuk respon siswa terhadap pengembangan emodul didapatkan rata-rata skor respon sebesar 69,38, jika dikonversikan ke dalam tabel penggolongan respon siswa termasuk pada kategori positif. Kata Kunci : Kata Kunci: ADDIE, E-Modul, Desain Grafis Bitmap, Project Based Learning The purpose of this research (1) To produce the design and implement the design result of CAI media-assisted e-module development in the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia In Smk Ti Bali Global Singaraja, (2) To know teacher and student response to the development of CAI media-aided e-module on the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia At Smk Ti Bali Global Singaraja. The learning model applied in the development of this electronic module is a model of learning based learning. The type of research used in this study is research and development (Research and Development) with the model of ADDIE development. The subjects of this study are students of class X Multimedia at SMK Ti Bali Global Singaraja academic year 2017/2018. To find out teach and student response to e-module of bitmap graphic design obtained by using questionnaire method. The results showed that: (1) Results of design and implementation of CAI media-aided e-modules developed in the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia At Smk Ti Bali Global Singaraja declared successfully applied based on several tests conducted. (2) The result of data analysis teacher response showed that got the average score of response equal to 39, if converted into table classification of response then included in positives category. As for the student response to the development of e-module obtained average response score of 69.38, if converted into the table classification of student responses included in the positive category. keyword : Keywords—ADDIE, E-Module Grafic Bimap desigm, Project Based Learning.
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Yaniadi, Arif. "Ekspansi Karir Desainer Grafis Menjadi Desainer Grafik Bergerak sebagai Ruang Besar Dalam Kreatifitas." Humaniora 2, no. 1 (April 30, 2011): 652. http://dx.doi.org/10.21512/humaniora.v2i1.3080.

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Due to the development of technology in film and video in a decade, there are many opportunities for a graphic designer for more experiments in the moving images. This development brings convenience for both video technology and data transfer or video result, which allows a graphic designer not only saw one static design in print media, but make it more active and dynamic. For instance, if a logo created in motion version, this will enrich and convey the meaning behind the logo, although it appears briefly in 5 seconds duration. A graphic design does not have to be a static or passive; it can float, jump, fly, dance and also change shape into different shapes. After defining the visual elements in motion, it can be achieved stunning results. Some made by techniques which are difficult, and mostly we ask how this could be done.
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KUTLU, RANA. "TASARIMDA DİSİPLİNLERARASI YAKLAŞIM-MEKAN ve GRAFİK TASARIM İLİŞKİSİ." TURKISH ONLINE JOURNAL OF DESIGN, ART AND COMMUNICATION 5, no. 3 (July 1, 2015): 40–51. http://dx.doi.org/10.7456/10503100/006.

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Nadeev, A. A., A. V. Barakov, D. A. Prutskikh, V. Y. Dubanin, and A. M. Naumov. "Experimental study of convective dryer with centrifugal fluidized bed." Vestnik IGEU, no. 2 (April 30, 2021): 5–13. http://dx.doi.org/10.17588/2072-2672.2021.2.005-013.

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Nowadays, the units with a fluidized bed hold a special place among all heat-mass transfer plants currently used in industry. First of all, it is due to the highly developed surface of interaction between the fluidizing agent (air) and dispersed materials in such units, their low hydraulic resistance, relatively simple design and small sizes. At the same time, the units with a centrifugal fluidized bed, which is formed in an annular channel of the working chamber when a fluidizing agent is added under the fixed angle, are of particular interest. Currently, a limited number of experimental and theoretical studies of hydrodynamics and heat-mass transfer in a fluidized bed are known. Besides, these studies were carried out mainly in respect to regenerative heat exchangers and absorbers. In this regard, such studies in respect to the devices for other purposes, such as dryers, seem to be relevant. The results of these studies are the scientific backgrpund for development of an engineering calculation methodology of such units and their design. The study has been carried out based on an experimental plant using means for measuring temperature, relative air humidity, differential pressure, air velocity, and moisture content of solids. A TPM 148 PID controller has been used as a secondary device. Experimental data have been recorded in MasterSCADA SCADA system. Data processing has been carried out using interpolation by cubic splines. The article describes in detail an experimental plant that allows carrying out a full factor experiment to study the hydrodynamic and thermal parameters of a convective dryer with a centrifugal fluidized bed. The article presents the results of a preliminary series of experiments in which silica gel is used as a dispersed material. As a result of visual observations over the dispersed material in the working chamber, the values of the minimum and maximum speed of the drying agent have been determined. The grafic relationship of the hydraulic resistance of the working chamber and the height of the material layer are obtained depending on the speed of the drying agent and the mass of the material, as well as the temperature and moisture content of the material and the drying agent depending on the drying time. The results obtained make it possible to determine the design and operational parameters of the centrifugal fluidized bed drying plant and select a fan to supply the drying agent.
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Mandalika, Ariska. "PENGEMBANGAN BUKU TEKS BERBASIS KARAKTER MENGGUNAKAN MULTIMEDIA SEBAGAI PENUNJANG MODEL TGT." Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian 4, no. 2 (May 11, 2018): 697. http://dx.doi.org/10.26740/jrpd.v4n2.p697-703.

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ABSTRACTThe general objective of the research is to develop text books thematic books using multimedia as a support TGT model for class V SD. Type of research is the development of design research 4D models consisting of defining, design, development, and deployment. In this study, textbook development adapted only to the stage of development, textbooks used only in pilot school, with no spread to the other schools. The data was obtained as follows: the percentage of the material feasibility of 100%, 100% eligibility presentation, linguistic appropriateness 96.42%, and 95.83% grafic feasibility. All these categories, including quality category (very decent / good). Obtaining the results of observations of the activities of teachers and students respectively were 96.87% and 97.05%. The response of teachers and students to the textbook was 100% and 96.10%. Classical completeness of student learning outcomes of 85.71%, the completeness criteria ≥ 70. Based on the discussion of the results, we can conclude that in terms of products and the use of textbooks thematic use multimedia as a supporting character using TGT model fit for use. Keywords: Character, Multimedia, Textbook Development, TGT. ABSTRAKTujuan umum penelitian adalah mengembangkan buku buku teks tematik menggunakan multimedia sebagai penunjang model TGT untuk kelas V SD. Jenis penelitian yang dilakukan adalah penelitian pengembangan dengan desain model four-D yang terdiri atas tahap pendefinisisan, perancangan, pengembangan, dan penyebaran. Dalam penelitian ini pengembangan buku teks diadaptasi hanya sampai pada tahap pengembangan, buku teks yang dikembangkan hanya digunakan pada sekolah ujicoba, tanpa disebar pada sekolah lain. Data hasil penelitian yang diperoleh sebagai berikut: persentase kelayakan materi 100%, kelayakan penyajian 100%, kelayakan kebahasaan 96.42%, dan kelayakan kegrafikaan 95.83%. Semua kategori tersebut termasuk kategori berkualitas (sangat layak/baik). Perolehan hasil observasi terhadap aktivitas guru dan siswa berturut-turut adalah 96.87% dan 97.05%. Respon guru dan siswa terhadap buku teks adalah 100% dan 96.10%. Ketuntasan klasikal hasil belajar siswa sebesar 85.71% yang sesuai dengan kriteria ketuntasan ≥ 70.. Berdasarkan diskusi hasil penelitian, dapat disimpulkan bahwa segi produk dan penggunaan buku teks tematik berbasis karakter menggunakan multimedia sebagai penunjang model TGT layak digunakan. Kata Kunci: Karakter, Multimedia, Pengembangan Buku Teks, TGT.
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Akdağ Satır, Dide. "GRAPHIC DESIGN PROBLEMS FACED IN TRANSPARENT PACKAGING DESIGNS AND SOLUTION RECOMMENDATIONS." e-Journal of New World Sciences Academy 16, no. 1 (January 30, 2021): 56–67. http://dx.doi.org/10.12739/nwsa.2021.16.1.d0272.

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Çaydere, Osman. "IMPORTANCE OF BASIC DESIGN EDUCATION IN GRAPHIC DESIGN EDUCATION." e-Journal of New World Sciences Academy 11, no. 2 (April 25, 2016): 93–97. http://dx.doi.org/10.12739/nwsa.2016.11.2.d0175.

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Diansyah, Tengku Mohd, Rachmat Aulia, and Dodi Siregar. "Desain Grafis Peningkatan Kemampuan Multimedia Pada Remaja Desa Seantis." JTUNAS 1, no. 1 (November 30, 2019): 35. http://dx.doi.org/10.30645/jtunas.v1i1.10.

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The theme in the implementation of community service activities is graphic design. Increasing the ability of multimedia in Saentis village adolescents in order to increase the ability of graphic design for youth in Seantis village. As the aim of this activity is to introduce, train and improve mosque skills in the IT field specifically in the field of graphic design through the design of banners or banners. This dedication supports the creation of young people who have talent and skills in the field of graphic design that can be used to get additional training with attractive designs such as printing business.
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SÜRMELİ, KADER. "EUROPEAN MODERNISM IN AMERICAN GRAPHIC DESIGN." E-Journal of New World Sciences Academy 9, no. 2 (April 17, 2014): 101–10. http://dx.doi.org/10.12739/nwsa.2014.9.2.d0151.

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Harnoko, Irwan. "Mengembangkan Bisnis Desain Grafis." Humaniora 2, no. 1 (April 30, 2011): 318. http://dx.doi.org/10.21512/humaniora.v2i1.3012.

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Developing graphic design business needs promotion materials, some of them are newsletter, business card, Credit Line, and protofolio. Article explores the strategy of making newsletter, how to make business card to be professional, how to get the credit line, and how to make a portofolio, and what media that is able to clearly clarify the portofolio. It is concluded that people need extra ordinary creativity to achieve a successful in graphic design business.
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Tsai, Cheng-I., and Cheng-Hung Lo. "Critical Anthropometric Variables for Character Graphic Design." SIJ Transactions on Computer Science Engineering & its Applications (CSEA) 02, no. 04 (August 7, 2014): 47–53. http://dx.doi.org/10.9756/sijcsea/v2i4/0203160101.

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Arinto, FX E. "PELESTARIAN ARSITEKTUR BERDASARKAN ARCHITECTURAL ARCHETYPES MELALUI METODE GRAFIS." ARTEKS, Jurnal Teknik Arsitektur 3, no. 1 (November 30, 2018): 37. http://dx.doi.org/10.30822/artk.v3i1.158.

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Title: Preservation in Architecture Based on Architectural Archetypes Through the Graphic Methods Preservation of cultural heritage is an obligation so that future generations can still enjoy the cultural riches that their predecessor generation has made. In reality, changes occur over time. These changes are sometimes uncontrollable and cause damage to artifacts. They ultimately eliminate the source of discourse and even its characteristics. To maintain cultural sustainability, preservation must be based on the characteristics of the cultural heritage itself. The problem is how to explore and obtain these cultural characteristics so that they can become a foothold in developing further designs. The graphic method for artifacts is one method that helps to explore archetypes, basic characters contained in artifacts in an easier way. This basic character will later become a guideline for the development of a sustainable design. Keywords: preservation, archetypes, graphic methods, sustainable design
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Narváez Alarcón, Cristian Andrés, and Germán Andrés Garnica Gaitán. "Lineamientos para el diseño de interfaces gráficas y componentes gráficos de sistemas de comunicación aumentativa y alternativa." kepes 16, no. 20 (July 1, 2019): 345–75. http://dx.doi.org/10.17151/kepes.2019.16.20.13.

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Balbuena Palacios, Leonor. "Symposium grafica. IV academic meeting in graphic design." grafica 7, no. 13 (January 15, 2019): 69. http://dx.doi.org/10.5565/rev/grafica.147.

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Gökçearslan, Armağan. "REFLECTIONS OF 3D PRINTER ON GRAPHIC DESIGN." e-Journal of New World Sciences Academy 12, no. 2 (April 28, 2017): 135–48. http://dx.doi.org/10.12739/nwsa.2017.12.2.d0195.

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KIZILŞAFAK, ELANUR. "HISTORY OF CALIGRAPHY AS A GRAPHIC DESIGN PRODUCT." E-Journal of New World Sciences Academy 9, no. 2 (April 17, 2014): 55–65. http://dx.doi.org/10.12739/nwsa.2014.9.2.d0148.

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Yagou, Artemis. "Grafică făra Computer (Graphics without Computers)." Design Journal 18, no. 4 (October 2, 2015): 613–20. http://dx.doi.org/10.1080/14606925.2015.1109213.

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Tripariyanto, Afiff Yudha, Ana Komari, and Heribertus Budi Santoso. "Pengaruh Karakteristik Wirausahawan Design Grafis Terhadap Tingkat Keberhasilan Usaha." JATI UNIK : Jurnal Ilmiah Teknik dan Manajemen Industri 3, no. 1 (October 9, 2019): 45. http://dx.doi.org/10.30737/jatiunik.v3i1.802.

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The rapid development of graphic design raises many people who want to become graphic design entrepreneurs. In this study aims to determine the effect of the characteristics of graphic design entrepreneurs on the level of business success. Used 8 independent variables, namely hard work, cooperation, appearance, confidence, good at making decisions, want to increase knowledge, ambition to move forward and good at communicating to the level of business success. The sample used was of the saturated sample because the respondents were less than 100 people, as many as 40 respondents. The method used is multiple linear regressions. The results of the study are in the partial test, the independent variable that is not able to influence the level of success of graphic design business is a good performance variable, confident of pioneered business, want to increase knowledge, ambition to move forward, while in the simultaneous test the characteristics of entrepreneurial design are not influence the success of the business. In the multiple linear regression test models are obtained namely: Y = 4,140 + 0,957X1 + 0,904X2-0,149X3-0,071X4 + 0.029X5 + -1,070X6-0,914X7 + 0,257X8Keyword : Characteristics, Graphic design, T-Test, F-TestPerkembangan desain grafis yang pesat menimbulkan banyak orang yang ingin menjadi pengusaha desain grafis.Pada penelitian ini bertujuan untuk mengetahui pengaruh karakteristik wirausahawan desain grafis terhadap tingkat keberhasilan usaha. Digunakan 8 variabel bebas yaitu kerja keras, kerja sama, penampilan, yakin, pandai membuat keputusan, mau menambah pengetahuan, ambisi untuk maju dan pandai berkomunikasi terhadap tingkat keberhasilan usaha. Sampel yang digunakan berjenis sampel jenuh karena responden kurang dari 100 orang, yaitu sebanyak 40 responden. Metode yang digunakan adalah regres linier berganda. Hasil dari penelitian yaitu pada uji T, variabel bebas yang tidak mampu memberikan pengaruh terhadap tingkat keberhasilan usaha desain grafis adalah variabel penampilan yang baik, yakin akan usaha yang dirintis, mau menambah pengetahuan, ambisi untuk maju, sedangkan pada uji F wirausaha desain grafis tidak memberikan pengaruh terhadap keberhasilan usaha. Pada uji regreli linier berganda didapatkan model yaitu : Y=4,140+0,957X1+0,904X2-0,149X3-0,071X4+0,029X5+-1,070X6-0,914X7+0,257X8..Kata Kunci: Karakteristik,Desain grafis,Uji T, Uji F
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Pericot, Jordi. "Temes de disseny and grafica, the research in design." grafica 4, no. 8 (July 4, 2016): 75. http://dx.doi.org/10.5565/rev/grafica.61.

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Badajoz Dávila, David. "Symposium grafica 2018. Design and Advertisign, hand in hand." Questiones Publicitarias 2, no. 23 (January 15, 2019): 57. http://dx.doi.org/10.5565/rev/qp.323.

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Khusna, Arif Hidayatul, and Mayang Dintarini. "Pendampingan Dan Pelatihan Desain Grafis Untuk Kewirausahaan Bagi Siswa SMK Muhammadiyah 9 Wagir." JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) 5, no. 1 (April 5, 2021): 1. http://dx.doi.org/10.36339/je.v5i1.385.

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The problem faced by students is at the production stage, namely the problem of product labeling. Until now labeling was done simply or without labeling. If students can design their own product labels, of course this will add to the selling value of the product. The existence of labels and brochures also add value to the promotion of student products. The aim of this mentoring activity is to provide training and graphic design assistance to students of SMK. The steps of this community service activities are observations, socialization, graphic design training, assistance in making labels and brochures for student entrepreneurial products, as well as evaluating and reflecting on service activities. The result of this service activity was in the form of training and graphic design assistance for students. All of the activities was well done . This can be seen from the number of students who participated in training and mentoring for three days. In addition, there are positive responses from teachers and students that have an impact on the success of this graphic design training and assistance. This can be seen from the results of student designs that are attractive and can be used as a commercial tool.
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Colet Ruz, Jordi. "Advertising graphic design." grafica 6, no. 12 (July 9, 2018): 99. http://dx.doi.org/10.5565/rev/grafica.108.

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Pericot, Jordi. "A deliberative design." grafica 1, no. 2 (July 18, 2013): 63. http://dx.doi.org/10.5565/rev/grafica.14.

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Philip, Leena. "Exploring the Role of Culture on Graphic Designs." International Journal of Trend in Scientific Research and Development Volume-2, Issue-3 (April 30, 2018): 424–35. http://dx.doi.org/10.31142/ijtsrd10857.

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Atmaji, Lutfi. "Proses Penetuan Harga Desain pada Desainer Grafis Freelance." JURNAL TATA KELOLA SENI 5, no. 1 (August 5, 2019): 42–49. http://dx.doi.org/10.24821/jtks.v5i1.3144.

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Abstrak Perkembangan teknologi digital telah menambah semua aspek, termasuk dunia pemasaran. Hal ini membuka peluang bagi bidang desain grafis atau desain komunikasi visual yang dibutuhkan oleh masyarakat. fenomena tersebut dapat dilihat dari maraknya berbagai perguruan tinggi untuk membuka program studi atau jurusan desain grafis/desain komunikasi visual. Para desainer muda lulusan perguruan tinggi tersebut, memiliki berbagai pilihan diantaranya menjadi karyawan perusahaan dan atau sebagai pekerja lepas (freelance). Dalam kasus freelance para desainer muda atau desainer pemula yang belum berpengalaman sering kali memiliki permasalahan menetapkan harga sebuah jasa desain dan rincian biaya produksinya ketika bertemu konsumen. Ketepatan dan rasionalitas rincian biaya desain yang ditawarkan tersebut, sebagai ukuran tingkat keprofesionalan desainer muda tersebut, jika biaya desain yang ditawarkan terkesan tidak rasional maka konsumen sering kali melakukan upaya penawaran yang memungkinkan kesepakatan harga akan merugikan desainer tersebut. Atas dasar fenomena tersebut, fokus artikel ini mengkaji proses apa saja yang perlu disetujui dalam harga bagi para desainer lepas/freelance r. Metode penelitian menggunakan metode kualitatif dengan instrumen penelitian berupa wawancara mendalam dan Diskusi Kelompok Terfokus atau FGD. Hasil dari artikel ini membantu para desainer pemula yang baru terjun di dunia freelance dalam menyetujui harga sebuah desain agar dapat membuat layak dan mendapatkan tempat yang tepat dalam industri kreatif modern saat ini. Abstract The development of digital technology has influenced various aspects of life, including the world of marketing. This opens opportunities for the field of graphic design or visual communication design that needed by the community. this phenomenon, can be seen from the rise of various universities to open study programs or graphic design majors / visual communication design. The young designers of the college graduates have various choices include being a company employee and or as a freelance worker. In the case of freelance young designers or novice designers who are inexperienced often have problems determining the price of a design service and the details of its production costs when meeting consumers. The accuracy and rationality of the detailed design costs offered, as a measure of the level of professionalism of the young designer, if the design costs offered seem irrational, consumers often make bidding efforts that allow the price agreement to harm the designer. On the basis of this phenomenon, the focus of this article examines what processes need to be approved in price for freelance designers/freelance rs. The research method uses qualitative methods with research instruments in the form of in-depth interviews and Focus Group Discussions or FGDs. The results of this article help beginner designers who have just jumped into the freelance world in agreeing to the price of a design to make it feasible and get the right place in today's modern creative industry.
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BENUĞUR, Şirin. "Social responsibility for the visually impaired in graphic design education." Journal of Educational Sciences Research 4, no. 2 (October 15, 2014): 205–26. http://dx.doi.org/10.12973/jesr.2014.42.12.

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Cortes-Martínez, Facundo, Alejandro Treviño-Cansino, Ma Aracelia Alcorta García, and Julio Gerardo Lozoya Vélez. "Diseño gráfico para la materia orgánica y el tiempo de retención en lagunas facultativas." Tecnología y ciencias del agua 11, no. 2 (March 2, 2020): 158–89. http://dx.doi.org/10.24850/j-tyca-2020-02-04.

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Karaata, Ezgi. "Significance of sketch in creativity process related to graphic design education." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (February 19, 2016): 504–9. http://dx.doi.org/10.18844/gjhss.v2i1.337.

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Bermúdez, Jairo Alfredo. "El nacimiento del diseño gráfico en la educación superior bogotana, 1948-1963." kepes 12, no. 12 (December 3, 2015): 85–112. http://dx.doi.org/10.17151/kepes.2015.12.12.5.

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Dornelles, Sabrine. "Design and its evaluation." grafica 2, no. 3 (January 3, 2014): 61. http://dx.doi.org/10.5565/rev/grafica.18.

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Tena Parera, Daniel. "Design, an iterative process." grafica 3, no. 5 (January 16, 2015): 5. http://dx.doi.org/10.5565/rev/grafica.30.

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Anggraeni, Dewi. "IMPLEMENTASI APLIKASI COREL DRAW X4 UNTUK DESAIN GRAFIS BAGI PERANGKAT DESA PINANGGRIPAN KECAMATAN AIR BATU KA-BUPATEN ASAHAN." Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal 2, no. 2 (July 27, 2019): 87–92. http://dx.doi.org/10.33330/jurdimas.v2i2.368.

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Abstract: The theme of community service activities carried out in Pinanggripan village, Air Batu Subdistrict, Asahan Regency is "Implementation of Corel Draw X4 Application for Graphic Design for Pinanggripan Village Devices, Air Batu District, Asahan Regency". The purpose of the activity is to provide knowledge and skills of village officials in designing graphics using the Corel Draw X4 application. With these knowledge and skills the village device can be creative in designing using the Corel Draw X4 application. The skills of the village apparatus in designing will help balaidesa in making activity banners, brochures, and other designs. Keywords: Graphic Design, Corel Draw X4 Abstrak: Tema kegiatan pengabdian kepada masyarakat yang dilakukan pada desa Pinanggripan, Kecamatan Air Batu, Kabupaten Asahan adalah “Implementasi Aplikasi Corel Draw X4 Untuk Desain Grafis Bagi Perangkat Desa Pinanggripan Kecamatan Air Batu Babupaten Asahan”. Tujuan kegiatan dilakukan adalah memberikan pengetahuan dan keterampilan perangkat desa dalam mendesain grafis menggunakan aplikasi Corel Draw X4. Dengan pengetahuan dan keterampilan tersebut perangkat desa dapat berkreasi dalam mendesain menggunakan aplikasi Corel Draw X4. Keterampilan perangkat desa dalam mendesain akan membantu balaidesa dalam pembuatan spanduk kegiatan, brosur, dan rancangan desain lainnya. Kata kunci: Desain Grafis, Corel Draw X4
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Sulaiman, Filbert Uriel, and Suwardana Winata. "FASILITAS PELATIHAN DAN KOMUNITAS DESAIN GRAFIS." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 2, no. 1 (June 16, 2020): 261. http://dx.doi.org/10.24912/stupa.v2i1.6811.

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Bungur subdistrict, located in Senen district, Central Jakarta, is famous as a printing area. Bungur has various types of printing services starting from digital printing, offset printing, and finishing services (emboss, binding, cutting, etc). There are many skilled workers are hired to work in the printing services. Skilled or unskilled workers in printing services are people who rely on physical labour and tend to work longer than educated workers. The lack of interaction and tension in the workplace after a long period can cause stress which leads to other diseases. However, the stress can be solved by having an informal interaction apart from their workplace and home. In the other hand, long working hours have reduced opportunities for these workers to have an informal social interaction. As a respond to the problem, this training facility design as a place for skilled and unskilled workers to have social interaction apart from their workplace and home. This project also aims to be a place for residents of Bungur Subdistrict to develop their skills in graphic design. To reach the goals, the design has a wide-open space for anyone on the basement floor which is open and becomes into one virtually with the ground floor. Above the open space there are training facility and gallery which have separated circulation. The separation between the training facilities, gallery, and the open space under it aims to fulfil the needs of each program. AbstrakKecamatan Bungur, yang terletak di distrik Senen, Jakarta Pusat, terkenal sebagai daerah percetakan. Bungur memiliki berbagai jenis layanan pencetakan, mulai dari pencetakan digital, cetak offset, dan layanan finishing (emboss, binding, cutting, dll). Oleh karena itu banyak pekerja terampil dipekerjakan untuk bekerja di bidang percetakan. Pekerja yang terampil atau tidak terampil dalam layanan pencetakan adalah orang-orang yang mengandalkan tenaga fisik dan cenderung bekerja lebih lama daripada pekerja yang berpendidikan. Kurangnya interaksi dan ketegangan di tempat kerja setelah waktu yang lama dapat menyebabkan stres yang mengarah pada penyakit lain. Namun, masalah ini dapat diselesaikan dengan interaksi informal yang terpisah dari tempat kerja mereka dan rumah dapat mengurangi stres tersebut. Tetapi, jam kerja yang panjang menghasilkan kesempatan minimal bagi para pekerja ini untuk melakukan interaksi sosial di luar tempat kerja atau rumah mereka. Akibatnya, fasilitas pelatihan ini dirancang untuk menjadi tempat bagi pekerja terampil dan tidak terampil untuk berinteraksi sosial antara tempat kerja dan rumah mereka. Bukan hanya tempat untuk melakukan interaksi sosial, tetapi proyek ini juga bertujuan untuk menjadi tempat bagi warga Kecamatan Bungur untuk mengembangkan keterampilan mereka dalam desain grafis. Sebagai tempat interaksi, bangunan dirancang memiliki ruang terbuka lebar bagi siapa saja di lantai dasar yang terbuka dan menjadi satu dengan lantai dasar. Kemudian fasilitas pelatihan dan galeri melayang di atasnya dengan dukungan kolom. Pemisahan antara fasilitas pelatihan, galeri, dan ruang terbuka di bawahnya bertujuan untuk memenuhi kebutuhan masing-masing program.
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Sianipar, Baringin, Preddy Marpaung, and Dedi Candro Parulian Sinaga. "PELATIHAN DESAIN GRAFIS UNTUK MENINGKATKAN PEMASARAN PADA CV. LAUTAN MAS." SELAPARANG Jurnal Pengabdian Masyarakat Berkemajuan 4, no. 3 (August 5, 2021): 755. http://dx.doi.org/10.31764/jpmb.v4i3.5189.

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ABSTRAKDiera Digital seperti sekarang ini memiliki skill sebagai seorang Graphic Design sangat dibutuhkan. banyak teknik dalam menggunakan iklan di bidang keilmuan Design Grafis. Jadi dalam Pelatihan Design Grafis ini sangat mendukung dalam menunjang berbagai kebutuhan untuk keperluan bisnis perusahaan. dalam membuat sebuah hasil karya dan design yang bagus merupakan hal yang tidak mudah untuk kita lakukan apalagi jika dalam perusahaan karyawannya tidak memiliki background pendidikan yang sesuai dengan bidang keilmuan ini. Oleh sebab itu diharapkan mitra CV. Lautan Mas setelah pelatihan ini dapat mebuat hasil desain produknya lebih baik lagi, untuk dapat meningkatkan Pemasaran ke HOREKA (Hotel, Restoran, Kantor). Kata Kunci : pelatihan desain grafis; desain grafis; HOREKA; pemasaran. ABSTRACTIn this digital era, having skills as a Graphic Designer is very much needed. There are many techniques in using advertising in the field of Graphic Design science. So this Graphic Design Training is very supportive in supporting various needs for the company's business needs. in making a good work and design is not an easy thing for us to do, especially if the employees in the company do not have an educational background that is in accordance with this scientific field. Therefore, it is hoped that CV. Lautan Mas after this training can make better product design results, to be able to increase Marketing to HOREKA (Hotels, Restaurants, Offices). Keywords: graphic design training; graphic design; HOREKA; marketing.
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GAFUROGULLARI, DENIZ. "GRAPHIC DESIGN ADVERTISING POSTERS OF USE: TURKISH STATE RAILWAYS SAMPLE." Turkish Online Journal of Design, Art and Communication 4, no. 2 (April 1, 2014): 53–71. http://dx.doi.org/10.7456/10402100/004.

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Rom, Josep Antoni. "The challenge of design responsibility." grafica 4, no. 7 (January 11, 2016): 9. http://dx.doi.org/10.5565/rev/grafica.53.

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Tena Parera, Daniel. "Graphic design does not exist." grafica 4, no. 8 (July 4, 2016): 69. http://dx.doi.org/10.5565/rev/grafica.76.

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Berno, Serena. "Roberto Sambonet e il suo archivio tra grafica, design e arte." STORIA IN LOMBARDIA, no. 1 (October 2011): 163–74. http://dx.doi.org/10.3280/sil2011-001005.

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Anggraeny, Fetty Tri, Henni Endah Wahanani, Fawwaz Ali Akbar, M. Ilham Prasetyo Raharjo, and Sandy Rizkyando. "Peningkatan Ketrampilan Kreativitas Desain Grafis Digital Siswa SMU Menggunakan Aplikasi CANVA pada Ponsel Pintar." Journal of Approriate Technology for Community Services 2, no. 2 (July 4, 2021): 86–91. http://dx.doi.org/10.20885/jattec.vol2.iss2.art5.

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During the COVID-19 pandemic, teaching and learning activities must be carried out online from home. The development of technology today really helps the online teaching and learning process, there are many tools / software that can be used. Tools / software commonly used in online teaching and learning activities are Ms. Word, Ms. Power Point, and Virtual Lab. Another impact of technological developments coupled with pandemic conditions has led to more interactions between humans being carried out online through internet intermediaries on cellphones or computers. Currently cellphones do not only function as a medium of communication, some work that was previously completed using a computer / laptop can now be completed using a smart phone. So that cellphones can be used for more positive activities and support the teaching and learning process, sharing is carried out with students through sharpening design creativity through mobile applications on smart phones. In this activity, students hone graphic design skills using the CANVA application to support the teaching and learning process. The enthusiasm of students is quite high, as evidenced by the work produced in the form of personal profile designs, extracurricular activities and logos. Students can practice well the material presented. The school welcomes this activity, and wants to form an extracurricular Graphic Design at SMA Dharma Wanita so that it becomes a forum for student creativity in graphic design.
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Pujawan, Kadek Agus Hendra. "PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS VIDEO TUTORIAL PADA MATA KULIAH MULTIMEDIA I (DESIGN GRAFIS) DI POLITEKNIK GANESHA GURU." Journal of Education Technology 2, no. 1 (August 21, 2019): 61. http://dx.doi.org/10.23887/jet.v2i1.13810.

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Tujuan penelitian ini adalah: (1) Untuk mendeskripsikan blueprint multimedia interaktif berbasis video tutorial pada mata kuliah Multimedia I (design grafis). (2) Mengetahui tingkat kelayakan multimedia interaktif berbasis video tutorial pada mata kuliah Multimedia I (design grafis). Jenis penelitian yang digunakan adalah Penelitian dan Pengembangan, dengan menggunakan model pengembangan Dick and Carey. Penelitian ini melibatkan mahasiswa semester I Politeknik Ganesha Guru pada Program studi Manajemen Informatika. Berdasarkan hasil analisis data yang diperoleh dari aspek kelayakan isi yang dilakukan oleh ahli isi menunjukan bahwa produk sudah sesuai dengan SAP mata kuliah Multimedia I (design grafis). Pengujian pada aspek tampilan, grafis, pengoperasian program dan tata bahasa yang dilakukan oleh ahli media memperoleh hasil kalkulasi sebesar 83% berada pada kualifikasi baik. Pengujian pada aspek pembelajaran, kurikulum dan desain interface yang dilakukan oleh ahli desain pembelajaran memperoleh hasil kalkulasi sebesar 86% berada pada kualifikasi baik. User/dosen pengajar memberikan respon baik. Uji coba perseorangan yang dilakukan mendapat respon baik. Uji coba kelompok kecil memperoleh hasil kalkulasi sebesar 90% berada pada kualifikasi sangat baik. Uji coba lapangan yang dilakukan memperoleh hasil kalkulasi sebesar 90% berada pada kualifikasi sangat baik.
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BermúdezCastillo, Jairo Alfredo. "Constructivismo en diseño gráfico y constructivismo en educación. Diferencias y puntos de encuentro." kepes 13, no. 14 (July 10, 2016): 83–112. http://dx.doi.org/10.17151/kepes.2016.13.14.5.

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Agustina, Rini, and Dodit Suprianto. "PELATIHAN DESAIN GRAFIS DAN FOTONOVELA UNTUK WARGA DESA NGEMBAL KEC. WAJAK KAB. MALANG." Kumawula: Jurnal Pengabdian Kepada Masyarakat 1, no. 3 (December 18, 2019): 219. http://dx.doi.org/10.24198/kumawula.v1i3.23457.

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Technological developments are also very influential on community service institutions at the village level. The village currently has made many improvements in terms of service to the community, including one of which is service in terms of providing information. Information from the center must be immediately absorbed by the community as soon as possible given the deadline and time for each information submitted. The information provided will be very useful for the community for that it needs a quick and appropriate socialization. The purpose of this activity is to increase the creativity of villagers in making information and photo media with graphic designs to convey information to the community and other village activities in an effort to promote an activity. Training to make graphic and photo design becomes something that is very necessary to increase the creativity of the village leaders and the community they represent. The solution offered is to provide training assistance in graphic design and photography for the residents of Ngembal Village, Wajak District, Malang Regency.
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., I. Kt Bento Suartawan, I. Made Putrama, S. T. ,. M. Tech ., and Dr Dewa Gede Hendra Divayana, S. Kom ,. M. . "Pengembangan E-Modul Mata Pelajaran Desain Grafis Vektor Berbasis Project Based Learning Kelas X Multimedia Di SMK TI Bali Global Singaraja." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 7, no. 2 (July 27, 2018): 127. http://dx.doi.org/10.23887/karmapati.v7i2.15282.

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Tujuan penelitian ini (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan pengembangan e-modul berbantuan media CAI pada mata pelajaran Desain Grafis Vektor Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja, (2) Untuk mengetahui respon guru dan siswa terhadap pengembangan e-modul berbantuan media CAI pada mata pelajaran Desain Grafis Vektor Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Multimedia di SMK Ti Bali Global Singaraja tahun ajaran 2017/2018. Untuk mengetahui respon guru dan siswa terhadap e-modul desain grafis vektor diperoleh dengan menggunakan metode angket. Hasil penelitian menunjukkan bahwa: (1) Hasil rancangan dan implementasi e-modul berbantuan media CAI yang telah dikembangkan pada mata pelajaran Desain Grafis Vektor Berbasis Project Based Learning Kelas X Multimedia di Smk Ti Bali Global Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. (2) Hasil analisis data respon guru menunjukkan bahwa, didapatkan rata-rata skor respon sebesar 47%, jika dikonversikan ke dalam tabel penggolongan respon maka termasuk pada kategori positif. Sedangkan untuk respon siswa terhadap pengembangan emodul didapatkan rata-rata skor respon sebesar 69,38%, jika dikonversikan ke dalam tabel penggolongan respon siswa termasuk pada kategori sangat positif.Kata Kunci : E-Modul, Desain grafis vektor, Project Based Learning Berbasis Proyek, Model ADDIE. This study aims (1) to produce design and implement the development design’s results of E-Module assisted by CAI media on Design Grafis Vector Subject based on Project Based Learning at grade X Multimedi in SMK TI Bali Global Singaraja (2) to study the teacher’s and the students’ response towards the development of E-Module that assisted by CAI media on Design Grafis Vector Subject based on Project Based Learning at grade X Multimedi in SMK TI Bali Global Singaraja. The type of this research is Research and Development (RnD) combainded by ADDIE development model. The subject of this research was the Multimedia students at grade X in SMK TI Bali Global Singaraja in the academic year 2017/2018. In this study was using questionnaire to determine the teachr’s and students' response toward the e-modules of Design Grafis Vector. The results of this study show that (1) the results of design and implementation of E-Module assisted by CAI media which has been developed on Design Grafis Vector Subject based on Project Based Learning at grade X Multimedi in SMK TI Bali Global Singaraja is successfully applied by some of the tests conducted. (2) The result of analyze data of teacher’s response show that, it obtained an average score of responses was 47, if it converted into the classification table, the response counted in the positive category. While, for the students' response toward the development of e-modules obtained the average score of responses was 69.38, then it is counted as positive category if converted into the table classification students’ responses.keyword : ADDIE, E-Module, Design Grafis Vektor, Project Based Learning.
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Ulumuddin, Dimas Irawan Ihya', and Puri Sulistiyawati. "Pengembangan Motif Tenun Troso Berbasis Komputer Grafis." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 5, no. 01 (February 28, 2019): 115–26. http://dx.doi.org/10.33633/andharupa.v5i01.2022.

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Abstrak Tenun Troso merupakan kerajinan Tenun ikat tradisional khas Jepara. Industri Tenun Troso kini makin berkembang, produknya tersebar di berbagai kota seperti Jakarta, Lombok, Nusa Tenggara Barat, Nusa Tenggara Timur, dan Bali. Namun para pengrajin Tenun Troso kini lebih mengutamakan aspek dagang, yang mana motif tenun dibuat sesuai dengan permintaan konsumen, sehingga bentuk motif selalu berubah dan tidak memiliki ciri khas yang identik dengan wilayah Jepara. Oleh sebab itu penelitian ini bertujuan untuk menghasilkan motif Tenun Troso yang sesuai ciri khas potensi wilayah Jepara dengan pengolahan komputer grafis. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan pendekatan penciptaan seni yang terdiri dari tahap eksplorasi, perancangan, dan perwujudan karya. Hasil dari penelitian ini adalah motif yang dihasilkan dapat gunakan sebagai acuan bagi para pengrajin Tenun Troso. Kata Kunci: Jepara, komputer grafis, motif, Tenun Troso Abstrak Tenun Troso is a traditional tie weaving craft typically from Jepara. Now, Tenun Troso industry is growing. The product is spread in various cities, for example, Jakarta, Lombok, Nusa Tenggara Barat, Nusa Tenggara Timur, and Bali. However, the craftsmen of Tenun Troso is prioritizing more on trade aspect, which weaving motif made by corresponding with consumer demand. As the result, the motif is always changing and don’t have an identical characteristic with Jepara region. Therefore, the aim of this research is to produce Troso weaving motif that is consistent with the potential characteristics of the Jepara region by computer graphics processing. The method used in this research is qualitative methods with an art creation approach consisting of exploration, design, and creation of works phase. The result of this research is to produce the design that can be used as a reference for Tenun Troso craftsmen. Keywords: computer graphic, Jepara, motif , Tenun Troso
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Costa, Joan. "Visual Communication Design: The New Paradigm." grafica 2, no. 4 (July 10, 2014): 89. http://dx.doi.org/10.5565/rev/grafica.23.

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Ayala Pérez, José Luis. "To measure Creativity in Graphic Design." grafica 1, no. 1 (February 13, 2013): 23. http://dx.doi.org/10.5565/rev/grafica.6.

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DERVİŞ, Uğur, and Öznur IŞIR. "SÜRDÜRÜLEBİLİR AMBALAJ TASARIMLARININ GRAFİK TASARIM EĞİTİMİ AÇISINDAN İNCELENMESİ INVESTIGATION OF SUSTAINABLE PACKAGING DESIGNS IN TERMS OF GRAPHIC DESIGN EDUCATION." Istanbul Aydin Universitesi Dergisi 12, no. 3 (2009): 301–18. http://dx.doi.org/10.17932/iau.iaud.2009.002/iaud_v12i3006.

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Tena-Parera, Daniel. "Neologisms and the meaning of graphic design." grafica 7, no. 13 (January 15, 2019): 5. http://dx.doi.org/10.5565/rev/grafica.150.

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Tena Parera, Daniel. "Art and graphic design: the advertising boom." grafica 7, no. 14 (July 15, 2019): 129. http://dx.doi.org/10.5565/rev/grafica.156.

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De Moragas, Miquel. "Design and overinformation in the digital age." grafica 2, no. 3 (January 3, 2014): 21. http://dx.doi.org/10.5565/rev/grafica.20.

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