PERANCANGAN 2D GAME APP EDUKASI CARA MERAWAT KUCING
Transcript of PERANCANGAN 2D GAME APP EDUKASI CARA MERAWAT KUCING
PERANCANGAN 2D GAME APP EDUKASI CARA
MERAWAT KUCING
Laporan Tugas Akhir
Ditulis sebagai syarat untuk memperoleh gelar Sarjana Desain (S.Ds.)
Nama : Syahla Tameera Salsabila T.
NIM : 00000026160
Program Studi : Desain Komunikasi Visual
Fakultas : Seni dan Desain
UNIVERSITAS MULTIMEDIA NUSANTARA
TANGERANG
2021
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LEMBAR PERNYATAAN TIDAK MELAKUKAN PLAGIAT
Saya yang bertanda tangan di bawah ini:
Nama : Syahla Tameera Salsabila T.
NIM : 00000026160
Program Studi : Desain Komunikasi Visual
Fakultas : Seni dan Desain
Universitas Multimedia Nusantara
Judul Tugas Akhir :
PERANCANGAN 2D GAME APP EDUKASI CARA MERAWAT KUCING
Dengan ini menyatakan bahwa, laporan dan karya tugas akhir ini adalah asli dan
belum pernah diajukan untuk mendapatkan gelar sarjana, baik di Universitas
Multimedia Nusantara maupun di perguruan tinggi lainnya.
Karya tulis ini bukan saduran/terjemahan, murni gagasan, rumusan dan
pelaksanan penelitian/implementasi saya sendiri, tanpa bantuan pihak lain, kecuali
arahan pembimbing akademik dan narasumber.
Demikian surat Pernyataan Originalitas ini saya buat dengan sebenarnya,
apabila di kemudian hari terdapat penyimpangan serta ketidakbenaran dalam
pernyataan ini, maka saya bersedia menerima sanksi akademik berupa pencabutan
gelar (S.Ds.) yang telah diperoleh, serta sanksi lainnya sesuai dengan norma yang
berlaku di Universitas Multimedia Nusantara.
Tangerang, 5 Januari 2021
Syahla Tameera Salsabila Trisnadi
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HALAMAN PENGESAHAN TUGAS AKHIR
PERANCANGAN 2D GAME APP EDUKASI CARA
MERAWAT KUCING
Oleh
Nama : Syahla Tameera Salsabila T.
NIM : 00000026160
Program Studi : Desain Komunikasi Visual
Fakultas : Seni dan Desain
Tangerang, 19 Januari 2021
. Pembimbing
Roy Anthonius Susanto, S.Sn., M.Ds.
Ketua Program Studi
Mohammad Rizaldi, S.T., M.Ds.
Penguji
Juhri Selamet, S.ST., M.Ds.
Ketua Sidang
Dr. Anne Nurfarina, M.Sn.
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KATA PENGANTAR
Puji dan syukur penulis panjatkan kepada Tuhan Yang Maha Esa. Atas
rahmatnya, penulis dapat menyesaikan penulisan proposal Tugas Akhir dengan
judul “Perancangan 2D Game App Edukasi Cara Merawat Kucing”. Tugas Akhir
ini ditulis atas dasar ketertarikan penulis terhadap salah satu hewan peliharaan
paling populer di Indonesia, yaitu kucing. Penulis memilih topik ini karena
berdasarkan survey dan observasi fenomena yang dilakukan, penulis masih sering
mendapati pemilik kucing yang kurang merawat kucingnya dengan baik.
Topik ini dianggap penting karena perawatan kucing yang tidak benar
akan berpengaruh terhadap kesehatan kucing tersebut dan pemiliknya. Kucing
yang tidak dirawat dengan benar dapat menularkan bakteri serta parasit yang
berpengaruh pada kesehatan manusia. Target pembaca proposal ini adalah untuk
kalangan publik maupun mahasiswa yang membutuhkan informasi mengenai
bagaimana perancangan 2D game app edukasi cara merawat kucing.
Dalam penulisan proposal Tugas Akhir ini, penulis belajar untuk lebih
teliti, tekun, dan sabar dalam menghadapi permasalahan dan melakukan proses
sesuai jadwal. Penulis berharap melalui proposal ini, pembaca mendapatkan
informasi yang dapat berguna dan dimanfaatkan kedepannya.
Ucapan terima kasih penulis sampaikan kepada orang-orang yang
membantu Tugas Akhir Penulis:
1. Mohammad Rizaldi, S. T., M. Ds., selaku Ketua Program Studi Desain
Komunikasi Visual Universitas Multimedia Nusantara.
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2. Roy Anthonius Susanto, S. Sn., M. Ds., selaku dosen pembimbing
yang senantiasa membantu dan mendukung penulis dalam
menyelesaikan Tugas Akhir.
3. Juhri Selamet, S. ST., M. Ds., selaku penguji sidang akhir.
4. Dr. Anne Nurfarina, M. Sn., selaku ketua sidang akhir.
5. Deffina Widjanarko, Yovita Anggriana, Julietta Citra, Amanda
Azalea, Kevin Immanuel selaku narasumber penulis.
6. Keluarga penulis yang selalu memberi dukungan dalam pengerjaan
Tugas Akhir penulis.
7. Teman terdekat penulis yang selalu menghibur dan mendukung
penulis dalam pengerjaan Tugas Akhir.
Tangerang, 5 Januari 2021
Syahla Tameera Salsabila Trisnadi
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ABSTRAKSI
Kucing merupakan salah satu hewan peliharaan paling populer dan diminati di
Indonesia. Namun, berdasarkan kuesioner yang disebarkan oleh penulis pada
tanggal 1 Mei – 4 Mei 2020 dan diisi dengan 143 responden dari usia 14-28 tahun,
sebanyak 60% responden masih memiliki pengetahuan yang rendah terhadap cara
merawat kucing dengan benar. Padahal, kucing yang dirawat dengan tidak benar
dapat menyebabkan berbagai penyakit pada manusia seperti kutu, jamur,
toksoplasma, salmonella, cacing, rabies, dan berbagai penyakit lainnya. Untuk
menjawab permasalahan tersebut, penulis merancang sebuah 2D game app
edukasi cara merawat kucing. Hal ini didasari dari teori Dadeech (2018) yang
menyebutkan bahwa informasi edukasi yang disampaikan melalui game akan
diingat lebih lama. Selain itu, berdasarkan hasil kuesioner, game merupakan
media yang paling banyak dipilih oleh responden sebagai media edukasi yang
paling mereka sukai. Melalui game edukasi, informasi mengenai cara merawat
kucing akan lebih mudah diingat.
Kata kunci: Cara merawat kucing, 2D Game App, Edukasi.
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ABSTRACT
Cats are one of the most popular and popular pets in Indonesia. However, based
on the questionnaire distributed by the author on May 1 - May 4 2020 and filled
with 143 respondents from 14-28 years old, 60% still have low knowledge of how
to care for cats properly. In fact, cats that are treated badly can cause various
diseases in humans such as fleas, fungi, toxoplasma, salmonella, worms, rabies,
and various other diseases. To answer this problem, the author designed an
educational 2D game application on how to care for cats. This is based on
Dadeech's (2018) theory which states that educational information conveyed
through games will be remembered longer. In addition, based on the results of the
questionnaire, game is the media most preferred by respondents as the
educational media they liked the most. Through educational games, information
about how to care for cats will be easier to remember.
Keywords: How to care for cats, 2D Game Applications, Education.
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DAFTAR ISI
LEMBAR PERNYATAAN TIDAK MELAKUKAN PLAGIAT .................... II
HALAMAN PENGESAHAN TUGAS AKHIR ............................................. III
KATA PENGANTAR ..................................................................................... III
ABSTRAKSI ....................................................................................................VI
ABSTRACT..................................................................................................... VII
DAFTAR ISI ................................................................................................. VIII
DAFTAR GAMBAR ...................................................................................... XII
DAFTAR TABEL .......................................................................................... XV
DAFTAR LAMPIRAN ................................................................................. XVI
BAB I PENDAHULUAN ................................................................................... 1
1.1. Latar Belakang ..................................................................................... 1
1.2. Rumusan Masalah ................................................................................ 2
1.3. Batasan Masalah ................................................................................... 2
1.4. Tujuan Tugas Akhir .............................................................................. 3
1.5. Manfaat Tugas Akhir ............................................................................ 4
BAB II TINJAUAN PUSTAKA ........................................................................ 5
2.1. Game........................................................................................................ 5
2.1.1. Mechanics ..................................................................................... 5
2.1.2. Story .............................................................................................. 6
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2.1.3. Aesthetics....................................................................................... 6
2.1.4. Technology .................................................................................... 7
2.2. Digital Game Based Learning (DGBL) ..................................................... 7
2.2.1. Game-Based Learning ................................................................... 7
2.2.2. Needs ............................................................................................. 8
2.2.3. Tantangan ...................................................................................... 9
2.3. Mobile User Interfaces ............................................................................. 9
2.3.1. Komposisi ................................................................................... 10
2.3.2. Tampilan Informasi ..................................................................... 12
2.3.3. Kontrol dan Konfirmasi ............................................................... 14
2.3.4. Informasi tambahan ..................................................................... 14
2.3.5. Links, Buttons, Icons .................................................................... 15
2.3.6. Kontrol Informasi ........................................................................ 16
2.4. Grid Layout ............................................................................................ 16
2.4.1. Manuscript Grid .......................................................................... 17
2.4.2. Column Grid ................................................................................ 17
2.4.3. Modular Grid .............................................................................. 18
2.4.4. Hierarchic Grid ........................................................................... 19
2.5. Gamification User Experience ................................................................ 19
2.5.1. Cues ............................................................................................ 20
2.5.2. Routines ....................................................................................... 20
2.5.3. Rewards ....................................................................................... 21
2.5.4. Investments .................................................................................. 21
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2.6. Desain Karakter ...................................................................................... 21
2.6.1. Desain Karakter yang Baik .......................................................... 22
2.6.2. Bentuk dan Siluet......................................................................... 22
2.6.3. Estetika ........................................................................................ 23
2.7. Game Environment Design ..................................................................... 24
2.7.1. Teknologi .................................................................................... 24
2.7.2. Point of View ............................................................................... 25
2.7.3. Tema ........................................................................................... 25
2.7.4. Genre.......................................................................................... 26
2.7.5. Game Fiction ............................................................................... 26
2.8. Ilustrasi .................................................................................................. 26
2.8.1. Proses Kreatif .............................................................................. 27
2.8.2. Gaya Ilustrasi ............................................................................... 28
2.8.3. Peran Ilustrasi .............................................................................. 29
2.9. Perawatan Kucing .................................................................................. 30
2.9.1. Cara Merawat Kucing .................................................................. 30
2.9.2. Penyakit Kucing .......................................................................... 33
BAB III METODOLOGI ............................................................................... 39
3.1 Metodologi Pengumpulan Data ............................................................... 39
3.1.1. Kuesioner ..................................................................................... 40
3.1.2. Focus Group Discussion ............................................................... 41
3.1.3. Wawancara ................................................................................... 46
3.1.4. Studi Eksisting .............................................................................. 48
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3.2. Metodologi Perancangan ......................................................................... 54
3.2.1. Analysis ........................................................................................ 55
3.2.2. Design .......................................................................................... 58
3.2.3. Development ................................................................................. 81
3.2.4. Quality Assurance......................................................................... 81
3.2.5. Implementation and Evaluation .................................................... 82
BAB IV ANALISIS PERANCANGAN ........................................................... 83
4.1. Analisis Alpha ......................................................................................... 84
4.1.1. Hasil Alpha Test ........................................................................... 84
4.1.2. Perbaikan Alpha Test .................................................................... 87
4.2. Analisis ................................................................................................... 89
4.2.1. Analisis Mechanics ....................................................................... 89
4.1.2. Analisis Story ............................................................................... 92
4.1.3. Analisis Aesthetics ........................................................................ 95
4.1.4. Analisis Teknologi ...................................................................... 106
4.3. Analisis Beta ......................................................................................... 107
4.3.1. Hasil Beta Test ............................................................................ 107
BAB V PENUTUP ......................................................................................... 110
5.1. Kesimpulan ........................................................................................... 110
5.2. Saran ..................................................................................................... 112
DAFTAR PUSTAKA .................................................................................... XIV
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DAFTAR GAMBAR
Gambar 2. 1. Contoh Layout Tampilan Informasi. .............................................. 13
Gambar 2. 2. Contoh Layout Kontrol dan Konfirmasi. ....................................... 14
Gambar 2. 3. Contoh Layout Informasi Tambahan. ............................................ 15
Gambar 2. 4. Contoh Penggunaan Links, Buttons, Icons. .................................... 15
Gambar 2. 5. Contoh Layout Kontrol Informasi. ................................................ 16
Gambar 2. 6. Contoh Layout Manuscipt Grid ..................................................... 17
Gambar 2. 7. Contoh Layout Column Grid ......................................................... 18
Gambar 2. 8. Contoh Layout Modular Grid ........................................................ 18
Gambar 2. 9. Contoh Layout Hierarchic Grid .................................................... 19
Gambar 2. 10. The Hook Canvas ........................................................................ 20
Gambar 2. 11. Contoh Bentuk Siluet Karakter.................................................... 23
Gambar 2. 12. Contoh Game Environment Design ............................................. 24
Gambar 2. 13. Contoh Sketsa Ilustrasi ................................................................ 28
Gambar 3. 1. Wawancara Dengan Calon User.................................................... 47
Gambar 3. 2. Dogz ............................................................................................. 49
Gambar 3. 3. Adorable Home............................................................................. 51
Gambar 3. 4. Metodologi Perancangan Digital Game-Based Learning ............... 55
Gambar 3. 5. Persona ........................................................................................ 56
Gambar 3. 6. Big Idea ........................................................................................ 57
Gambar 3. 7. User Jouney Map .......................................................................... 58
Gambar 3. 8. Design Inception ........................................................................... 59
Gambar 3. 9. Moodboard ................................................................................... 60
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Gambar 3. 10. Game Concept CATS101 ............................................................ 61
Gambar 3. 11. The Hook Canvas CATS101 ....................................................... 62
Gambar 3. 12. Flowchart CATS101 ................................................................... 63
Gambar 3. 13. Proses Perancangan Environment ................................................ 64
Gambar 3. 14. Referensi & Desain Environment Exterior Pet Shop.................... 65
Gambar 3. 15. Referensi & Desain Environment Interior Pet Shop .................... 66
Gambar 3. 16. Referensi & Desain Environment Ruang Dokter Hewan .............. 67
Gambar 3. 17. Referensi & Desain Environment Living Room ........................... 68
Gambar 3. 18. Referensi & Desain Environment Dapur...................................... 69
Gambar 3. 19. Referensi & Desain Environment Perumahan .............................. 70
Gambar 3. 20. Referensi & Desain Environment Taman .................................... 71
Gambar 3. 21. Referensi & Desain Environment Kamar Mandi .......................... 72
Gambar 3. 22. Proses Perancangan Karakter ...................................................... 73
Gambar 3. 23. Referensi & Desain Karakter Amanda......................................... 74
Gambar 3. 24. Referensi & Desain Karakter Dokter ........................................... 75
Gambar 3. 25. Referensi & Desain Karakter Pegawai Toko ............................... 76
Gambar 3. 26. Referensi & Desain Karakter Cleo .............................................. 77
Gambar 3. 27. Referensi & Desain Layout ......................................................... 78
Gambar 3. 28. Referensi & Desain Grid ............................................................. 79
Gambar 3. 29. Proses Perancangan Icon ............................................................. 80
Gambar 3. 30. Referensi & Desain Icon ............................................................. 80
Gambar 3. 31. Prototype CATS101.................................................................... 82
Gambar 4. 1. Sebelum dan Sesudah Evaluasi Prototype ..................................... 87
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Gambar 4. 2. Sebelum dan Sesudah Evaluasi Prototype ..................................... 88
Gambar 4. 3. Sebelum dan Sesudah Evaluasi Prototype ..................................... 88
Gambar 4. 4. Sebelum dan Sesudah Evaluasi Prototype ..................................... 89
Gambar 4. 5. Contoh Gameplay CATS101......................................................... 91
Gambar 4. 6. Contoh Gameplay CATS101......................................................... 91
Gambar 4. 7. Contoh Gameplay CATS101......................................................... 91
Gambar 4. 8. Contoh Narasi CATS101 .............................................................. 94
Gambar 4. 9. Karakter Amanda .......................................................................... 95
Gambar 4. 10. Karakter Dokter Hewan .............................................................. 97
Gambar 4. 11. Karakter Penjaga Toko ................................................................ 98
Gambar 4. 12. Environment Rumah Amanda ..................................................... 99
Gambar 4. 13. Environment Vet n Pet .............................................................. 100
Gambar 4. 14. Environment Vet n Pet .............................................................. 101
Gambar 4. 15. Environment Komplek Rumah .................................................. 102
Gambar 4. 16. Layout UI CATS101 ................................................................. 103
Gambar 4. 17. Typography & Color Palette ..................................................... 104
Gambar 4. 18. Icon UI CATS101 ..................................................................... 105
Gambar 4. 19. Mockup Mobile CATS101 ........................................................ 107
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DAFTAR TABEL
Tabel 3. 1. Analisa Game Dogz .......................................................................... 49
Tabel 3. 2. Analisa Game Adorable Home ......................................................... 51
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DAFTAR LAMPIRAN
LAMPIRAN A: KUESIONER ...................................................................... xvii
LAMPIRAN B : FGD .................................................................................... xxii
LAMPIRAN C: WAWANCARA CALON USER ....................................... xxxi
LAMPIRAN D: KUESIONER HASIL ALPHA TEST .............................. xxxiv
LAMPIRAN E: KUESIONER HASIL BETA TEST .................................... xliv
LAMPIRAN F: SKETSA ................................................................................... l
LAMPIRAN G: LEMBAR KONSULTASI BIMBINGAN ............................ liv