Sainsbertek Jurnal Ilmiah Sains & Teknologi https://sainsbertek.machung.ac.id/index.php/sbtek en-US Tue, 30 Sep 2025 03:22:38 +0000 OJS 3.2.1.1 http://blogs.law.harvard.edu/tech/rss 60 ANALISIS KETIMPANGAN SUPLAI GIZI GLOBAL MENGGUNAKAN PENDEKATAN BUSINESS INTELLIGENCE BERBASIS VISUALISASI INTERAKTIF https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/366 <p><em>The COVID-19 pandemic has caused significant changes in global food consumption patterns, impacting the balance of macronutrient intake and overall public health. This study is motivated by the need to understand the global distribution and disparity of nutrition supply, which may affect food security and metabolic disease risk. The objective of this research is to analyze per capita calorie, protein, and fat supply across countries and examine its relation to health issues such as obesity and COVID-19 mortality. The methodology uses a Business Intelligence approach involving the ETL (Extract, Transform, Load) process applied to a global nutrition dataset from Kaggle, which is then visualized through five interactive dashboards using Looker Studio. The results indicate that high nutrient supply does not necessarily originate from economically dominant countries, and regional disparities remain prominent—particularly in developing countries that rely heavily on cereals and vegetable oils. Furthermore, the analysis found no strong correlation between nutritional adequacy and obesity or COVID-19 mortality rates, suggesting the influence of external factors such as lifestyle and healthcare infrastructure. This study concludes that interactive data visualization can provide deeper spatial and thematic insights into global nutrition challenges and serve as a data-driven decision support tool in the fields of public health and nutrition policy.</em></p> Steven Danendra, Demitri Fernando Putra Aryandi, Soetam Rizky Wicaksono Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/366 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN GAME VISUAL NOVEL “SONDER” UNTUK MENINGKATKAN KESADARAN REMAJA TERHADAP KESEHATAN MENTAL SESAMA https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/369 <p><em>Mental health issues are one of the topics that are often discussed, debated, and even become a trend in recent years, but are still considered trivial and difficult to see, the results of a survey for data collection aimed at young people between the ages of 15 to 25 also show that sufferers of mental health problems are quite common and many of them are not or little aware that people around them also have a high possibility of suffering from mental health problems. This design does not aim to cure mental health problems completely, but rather to cultivate the seeds of empathy and emotional intelligence for young people to increase awareness of mental health, starting from themselves. Game version 1.0 has been tested on seven testers and received positive responses from the psychological side and the design side. This design uses qualitative research methods with survey data collection techniques, observations, interviews, and literature studies accompanied by design thinking methods. This design is also supported by supporting media in the form of merchandise such as acrylic stands, lanyards, fans, hats, tumblrs, tote bags, button pins, sketchbooks, cellphone cases, mouse pads, stickers, shoes, key chains, t-shirts, hats, and mugs. For future researchers who plan to develop video games or similar designs, it is hoped that they will improve the accuracy of the representation of mental disorders, develop research methods, and explore other video game platforms.</em></p> <p> </p> Felicia Joscelind Verrel, Sultan Arif Rahmadianto, Ayyub Anshari Sukmaraga Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/369 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN COVER DIGIPAK ALBUM FISIK ”SEJAK TAK LAGI BERSAMA” KARYA GUNSALEH BERBASIS AUGMENTED REALITY https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/379 <p><em>The advancement of technology today has driven a significant transformation in the music industry, particularly for independent musicians. One of the challenges faced is the declining interest in physical albums due to the dominance of streaming platforms. This final project aims to create an innovative visual solution by designing a physical album integrated with Augmented Reality (AR), focusing on the album "Sejak Tak Lagi Bersama" by Gunsaleh, an indie musician from Malang. This approach not only serves as a visual communication strategy but also enhances audience engagement through interactive experiences. The design process employs a qualitative method, including literature studies, interviews, and visual observations. The visual concept utilizes the cactus as a representation of emotional resilience reflected in the songs’ narratives, applied through illustrations, layout, color schemes, and interactive elements. The album consists of eight panels, each measuring 15 x 15 cm, which can be scanned using a supporting application to activate AR content, adding both aesthetic and functional value. The main output of this project is an interactive physical album, accompanied by supporting media such as a display box, NFC keychain, journal, and other merchandise. The result is expected to serve as a reference for the development of technology-based visual design for independent musicians in Indonesia, and to offer a new alternative for experiencing physical music in the current era.</em></p> Valentina Rasi, Amar Ma'ruf Stya Bakti, Bintang Pramudya Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/379 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN DESAIN USER INTERFACE APLIKASI MOBILE “TINTROPIC” SEBAGAI PANDUAN PERSONAL COLOR DAN PEMILIHAN WARNA KOSMETIK https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/386 <p><em>Selecting appropriate makeup colors and shades that complement natural features such as skin tone, eye color, and hair color often poses a significant challenge for cosmetic users. One approach to assist in determining suitable colors is Personal Color Analysis (PCA), a method used to identify a personalized color palette. However, PCA services typically require consultation with specialists and remain inaccessible to many due to location and cost constraints. This study focuses on the user interface (UI) design of a mobile-based PCA service, aiming to provide an alternative means for conducting personal color tests and delivering analysis results in the form of customized color palettes and recommendations for locally available cosmetic products. The design process employed the design thinking methodology, and the effectiveness of the interface was evaluated through user testing. Results indicated that the overall UI design successfully conveyed the application’s core functions, although instances of misclicks were observed on certain pages.</em></p> Kandiya Asoka Kristiwi, Aditya Nirwana, Bintang Pramudya Putra Prasetya Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/386 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN VIDEO IKLAN UNTUK MENUNJANG PEMASARAN CLUB BOLA BASKET BIMASAKTI MALANG https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/390 <p><em>The development of sports culture, particularly basketball, in Malang City has led to the emergence of many new basketball clubs, resulting in increasingly fierce competition. Bimasakti Malang Basketball Club, as one of the senior clubs, faces challenges to remain relevant and widely recognized by the public. This study aims to design a promotional advertisement video based on videography as an effective medium to reach target audiences and strengthen the club's image in an increasingly visual digital era. The method used in this design is a qualitative descriptive method, with data collection techniques including interviews, observations, documentation, and literature studies. The production process of the promotional video is carried out in three main stages: pre-production, production, and post-production, emphasizing cinematography, digital promotion strategies, and visual storytelling techniques. The target audience focuses on individuals aged 16–50 years, including both active sports enthusiasts and parents who are decision-makers for their children. The result of this design is a promotional advertisement video capable of attracting audience attention through social media, increasing engagement and interest in joining Bimasakti Club. This design also provides practical contributions to students, educational institutions, and the general public in understanding the importance of visual media in sports marketing strategies. Videography is proven to be not only a documentation tool but also a strategic communication tool that builds image, emotion, and connection with the audience more deeply.</em></p> Jonathan Victor Abriliyan Sugiarto, Amar Ma’aruf Stya Bakti, Didit Prasetyo Nugroho Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/390 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN UI MOBILE APPS “LORA” UNTUK MEMBANTU PROGRAM DIET PENGGUNA REMAJA HINGGA DEWASA DI INDONESIA https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/388 <p><em>The prevalence of obesity and overweight in Indonesia continues to rise, particularly among adolescents and adults. Unhealthy lifestyles and a lack of awareness regarding calorie intake management are among the main contributing factors. In response to this issue, this study aims to design the user interface (UI) of a mobile application called LORA, which serves as a supportive tool for diet programs by providing informative, interactive, and user-friendly features. This research adopts a descriptive qualitative method using the Design Thinking approach, which consists of five stages: empathize, define, ideate, prototype, and test. Data were collected through competitor analysis, user questionnaires, and user testing sessions involving an interactive prototype. The testing results indicate that most respondents found the interface easy to understand, visually appealing, and helpful in tracking their daily calorie intake. Based on these findings, it can be concluded that the UI design of the LORA application fulfills both functional and aesthetic user needs and holds potential as a digital solution to promote healthy lifestyle changes among adolescents and adults in Indonesia.</em></p> Hana Jayanti, Aditya Nirwana, Bintang Pramudya Putra Prasetya Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/388 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN INSTAGRAM GUIDEBOOK DAN KONTEN PROMOSI BRAND INFINITE APPAREL UNTUK MENJANGKAU TARGET PASAR USIA 17-30 TAHUN DI KOTA MALANG https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/385 <p><em>The rapid growth of social media usage, especially Instagram, has created significant opportunities for local brands to strengthen their identity and expand their market reach. Infinite Apparel, a local clothing brand from Malang with a modern spiritual concept, has yet to develop a directed visual communication strategy, resulting in low brand awareness among the target audience aged 17-30 in Malang City. This study aims to design an Instagram Guidebook and promotional visual content as a strategic solution to build brand identity and enhance audience engagement. The design process follows the Design Thinking framework, which consists of five phases: empathize, define, ideate, prototype, and test. Data collection was carried out using a mixed-method approach (qualitative and quantitative) through interviews with the brand owner, competitor content observation, literature review, and questionnaire distribution to the target audience in Malang. The main outcomes of the design include a comprehensive Instagram Guidebook containing visual and communication style guidelines, as well as promotional content designs for formats like feed, reels, and stories. Additionally, supporting media such as product mockups were also designed. Implementation test results of the guide showed that 80% of the content produced by designers complied with the established visual standards, proving the guidebook's effectiveness in maintaining consistency and strengthening the brand's visual identity on the digital platform.</em></p> Michael Nathanael Kurniawan, Bintang Pramudya Putra Pratama, Didit Prasetyo Nugroho Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/385 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN MASKOT 3D SEBAGAI UPAYA PENGUATAN IDENTITAS VISUAL PEUSAHAAN GARMENT “BINTANG PERMATA SEJATI” DI KOTA PASURUAN https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/387 <p><em>Visual identity is the graphical representation of an entity, whether a product, brand, or individual, through various design elements crafted to create a cohesive and memorable visual image for the target audience. One element that can serve as a visual identity is a mascot, designed in alignment with the vision, mission, and unique characteristics of the company, in this case, </em>Bintang Permata Sejati <em>garment company. This study aims to strengthen the visual identity of </em>Bintang Permata Sejati, <em>a garment company, to enhance local brand awarness among the public, particulary in Pasuruan City, as well as to serve as a promotional tool for the company. Using qualitative methods such as interviews, surveys, and literature reviews, this research examines key visual elements, including the logo, typography, and color combinations, to express the brand’s values, messaging, and characteristics. The outcome of this study is the creation of a corporate mascot named Bipsy, which combines the forms of a rabbit and a turtle. The final deliverables include a Mascot Guide Book, along with primary 3D model assets of the Bipsy scharacter in .blend and .obj formats, complemented by supporting media such as figurine, character standees, knitted dolls, ID Cardes, lanyards, keychains, button pins, totebags, bucket hats, T-shirts, tumbler bottle, drawstring pouches, and mugs.</em></p> <p> </p> Yobeluise Glory, Ayyub Anshari Sukmaraga, Sultan Arif Rahmadianto Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/387 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN VIDEO MUSIK BERJUDUL "SIDE BY SIDE" SEBAGAI MEDIA PROMOSI BAND SLOWRIGHT https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/404 <p><em>The development of the digital music industry has opened up new opportunities for independent musicians like Slowright, a band from Malang with reggae, ska, rap, and hip hop fusion genres, to promote their work. Music videos have become a crucial promotional medium because they can convey the narrative, identity, and aesthetic values of a musical work. Therefore, this research aims to design and produce the "Side by Side" music video for the Slowright band as an effective promotional tool. The method used is descriptive-qualitative with a 5W+1H approach. Data collection was carried out through interviews with band members, observation of music video trends, and documentation of song lyrics and band branding. Data analysis was used to identify visual needs that match the character of the song "Side by Side," understand the band's visual communication style, and recognize the aesthetic preferences of the target audience. The results show that the music video design was successfully implemented, where the main message of the song about loyalty and friendship was visualized with a casual and cinematic concept inspired by 90s hip-hop aesthetics. The production process was carried out at Toko Avia and Eleven Clan Burger in Malang on June 20, 2025. The final music video has a resolution of 4K UHD 3840 x 2160 in H.264 format. This video not only serves as an aesthetic promotional medium but also strengthens the band's image and provides a practical contribution to students.</em></p> <p> </p> Augie Bahtiar Rahman, Bintang Pramudya Putra Pratama, Didit Prasetyo Nugroho Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/404 Tue, 30 Sep 2025 00:00:00 +0000 PERANCANGAN BUKU FOTOGRAFI KULINER KHAS CHINA DI MALANG SEBAGAI INFORMASI BAGI GENERASI ZOOMERZ (USIA 13-25 TAHUN) https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/405 <p><em>The city of Malang offers a wide variety of culinary delights. As time progresses and innovation increases, the existence of Chinese culinary culture continues to adapt to the locally available ingredients in Indonesia. Consequently, ingredients are adjusted to distinguish between non-halal and halal options, to suit the preferences of Indonesia’s majority population. This adaptation of ingredients not only supports cultural sensitivity but also enhances the diversity of Indonesia’s culinary heritage. Today’s younger generation is increasingly exploring various types of Chinese cuisine and is actively seeking information about which dishes are halal or non-halal. Chinese cuisine itself includes both vegetarian and non-vegetarian dishes. However, there is still a lack of understanding among some members of the younger generation regarding the difference between vegetarian and non-vegetarian food. Therefore, an informative medium is needed to both introduce Chinese cuisine and provide background on how it came to Indonesia. The design method used in this project is the creative communication design method, which involves collecting data through qualitative research. This photography essay book is designed in a 22 x 18 cm format, printed in full color a total of 95 pages, and features a hardcover with a matte lamination finish. The conclusion of this design project is the creation of a photography essay book that effectively introduces a variety of Chinese dishes through a modern yet authentic visual concept, presented with compelling photography and narrative text. Supporting media includes a brain-teasing card game, keychains, bookmarks, tent cards, t-shirts, posters, stickers, and a tripod banner.</em></p> Kevin Jonathan Suyono, Didit Prasetyo Nugroho, Bintang Pramudya Putra Prasetya Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/405 Tue, 30 Sep 2025 00:00:00 +0000