perancangan 2d game app edukasi cara merawat kucing

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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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Page 1: 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