Perancangan Komik Berjudul Painting Picture Inside My Head sebagai Media Pengembangan Diri bagi Kalangan Emerging Adulthood
DOI:
https://doi.org/10.17977/um064v2i12022p91-112Keywords:
komik, pengembangan diri, emerging adulthoodAbstract
Abstract: People in Emerging Adulthood are transitional adolescents aged 18-25 years, who are often faced with difficult things such as mental problems, because they are undergoing biological, psychological and social changes from adolescence to adulthood. Difficulties experienced by Emerging Adults include blurred self-image and low ability to solve problems. Unaddressed problems in Emerging Adults can lead to stress, and if left unchecked can turn into mental disorders such as depression. One way to help teenagers in dealing with problems is bibliotherapy, therapy of reading books. Comics are one of the effective media for reading materials to convey messages and aesthetic values. The comic, which is designed as a medium for self-development and problem solving for emerging adults, is designed using Tim Brown's Design Thinking method. The design stage begins with Empathy, Define, Idea, Prototype and Test. The main media are webcomics with scroll down format.
Keywords: comic, self-development, emerging adulthood.
Abstrak: Kalangan Emerging Adulthood merupakan remaja transisi berusia 18-25 tahun, yang seringkali dihadapkan dengan hal-hal yang menyulitkan hingga masalah mental, dikarenakan mereka sedang mengalami perubahan biologis, psikologis dan sosial dari remaja ke dewasa. Kesulitan yang dialami Emerging Adult adalah seperti self-image yang kabur, dan kemampuan menyelesaikan masalah yang belum cukup baik. Jika permasalahan pada Emerging Adult tidak diatasi, dapat menimbulkan terjadinya stress, dan jika dibiarkan terus menerus dapat berubah menjadi gangguan mental seperti depresi. Salah satu cara untuk membantu remaja dalam menghadapi masalah adalah biblioterapi, yaitu terapi membaca buku. Komik merupakan salah satu media bahan bacaan yang efektif untuk menyampaikan pesan dan nilai estetis. Komik yang dirancang bertujuan sebagai media pengembangan diri dan penyelesaian masalah bagi kalangan emerging adulthood, dirancang dengan metode Design Thinking milik Tim Brown. Tahap perancangan dimulai Empati, Penentuan, Ide, Prototype, dan Test. Hasil media utama berupa komik web dengan format scroll down.
Kata kunci: komik, pengembangan diri, emerging adulthood.
References
Abdillah, A. H. (2019). Perancangan buku ilustrasi motivasi" Wake Up" sebagai media pengembangan diri pada millennials (Unpublished undergraduate thesis, Universitas Negeri Malang).
Arnett, J. J. (2013). Adolescence and emerging adulthood: A cultural approach. New York City: Pearson. Retrieved from https://books.google.co.id/books?id=Fb1nMAEACAAJ
Bappenas RI. (2019). Indeks Pembangunan Pemuda Indonesia: Kementerian Perencanaan Pembangunan Nasional (PPN). Retrieved from https://www.bappenas.go.id/files/3516/1582/2931/Laporan_IPP_2019.pdf
Barreto, M., Victor, C., Hammond, C., Eccles, A., Richins, M. T., & Qualter, P. (2021). Loneliness around the world: Age, gender, and cultural differences in loneliness. Personality and Individual Differences, 169. doi: https://doi.org/10.1016/j.paid.2020.110066
Felici, J. (2012). The complete manual of typography: A guide to setting perfect type. San Francisco: Peachpit Press. Retrieved from https://books.google.co.id/books?id=HU9dYgEACAAJ
Gumelar, M. S. (2011). Cara membuat komik. Jakarta: PT Indeks.
Hermanto, Y. A. L. (2019). Visual storytelling in folklore children book illustration. Asian Journal of Research in Education and Social Sciences, 1(1), 62–70. Retrieved from https://myjms.mohe.gov.my/index.php/ajress/article/view/7107
Hornung, D. (2012). Colour (2nd ed.). London: Laurence King. Retrieved from https://books.google.co.id/books?id=GFdCzQEACAAJ
Hynes, A. M. C., & Hynes-Berry, M. (1994). Biblio/poetry therapy - The interactive process: A handbook. Clearwater: North Star Press. Retrieved from https://books.google.co.id/books?id=zTAIAAAACAAJ
Kelley, D., & Brown, T. (2018). An introduction to design thinking. Institute of Design at Stanford. doi: https://doi. org/10.1027/2151-2604/a000142
Kemp, S. (2021, January 27). Digital 2021: Global overview report. Data Reportal. Retrieved from https://datareportal.com/reports/digital-2021-global-overview-report
Koeswara, E. (1987). Psikologi eksistensial: Suatu pengantar. Bandung: P.T. Eresco.
Kuntjara, H., & Almanfaluthi, B. (2021). Character design in games analysis of character design theory. Journal of Games, Game Art, and Gamification, 2(2), 42–47. doi: https://doi.org/10.21512/jggag.v2i2.7197
McCloud, S. (1994). Understanding comics: The invisible art. New York City: HarperCollins.
Nurislami, N. R., & Hargono, R. (2014). Kekerasan dalam pacaran dan gejala depresi pada remaja. Jurnal Promkes, 2(2), 173–185. Retrieved from http://journal.unair.ac.id/JPROM@kekerasan-dalam-pacaran-dan-gejala-depresi-pada-remaja-article-9391-media-54-category-.html
Pak, G., & Van Lente, F. (2014). Make comics like the pros: The inside scoop on how to write, draw, and sell your comic books and graphic novels. New York City: Clarkson Potter/Ten Speed. Retrieved from https://books.google.co.id/books?id=0xAcAwAAQBAJ
Peltzer, K., & Pengpid, S. (2015). Depressive symptoms and social demographic, stress and health risk behavior among university students in 26 low-, middle- and high-income countries. International Journal of Psychiatry in Clinical Practice, 19(4), 259–265. doi: https://doi.org/10.3109/13651501.2015.1082598
Puar, P. (2019). Happiness is homemade (Republish). Yogyakarta: Bentang Belia. Retrieved from https://books.google.co.id/books?id=ZeSsDwAAQBAJ
Pujiyanto, Sarjono, & Pramono, A. (2017). ‘Punakawan’ local character as a creativity idea in designing visual communication. Asian Journal of Social Sciences & Humanities, 6(3), 148–154. Retrieved from http://www.ajssh.leena-luna.co.jp/AJSSHPDFs/Vol.6(3)/AJSSH2017(6.3-17).pdf
Putra, R. W. (2021). Pengantar desain komunikasi visual dalam penerapan. Yogyakarta: Penerbit Andi. Retrieved from https://books.google.co.id/books?id=yQwVEAAAQBAJ
Putri, G. N. (2018). Perancangan buku ilustrasi tentang quarter-life crisis untuk dewasa muda usia 20-30 tahun (Undergraduate thesis, Universitas Multimedia Nusantara, Tangerang). Retrieved from https://kc.umn.ac.id/7814/
Sarwono, J., & Lubis, H. (2007). Metode riset untuk desain komunikasi visual. Yogyakarta: Andi.
Shaw, M., & Black, D. W. (2008). Internet addiction: Definition, assessment, epidemiology and clinical management. CNS Drugs, 22(5), 353–365. doi: 10.2165/00023210-200822050-00001
Studiobinder. (2020). How the Dan Harmon story circle can make your story better. Retrieved from https://www.studiobinder.com/blog/dan-harmon-story-circle/
Tim Penyusun Pedoman Karya Tulis Ilmiah. (2010). Pedoman Penulisan Karya Ilmiah (Edisi Kelima). Malang: Universitas Negeri Malang.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2022 Muhammadb Benigno Adib Burhan
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.