Perancangan Dan Implementasi Teknik Reduksi

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Perancangan Dan Implementasi Teknik Reduksi 1 PERANCANGAN NOVEL GRAFIS DIGITAL INTERAKTIF SEBAGAI PEMAHAMAN PADA KEPRIBADIAN INTROVER Vibita Fidelia1, Erandaru2, Jacky Cahyadi3 Desain Komunikasi Visual, Seni dan Desain, Universitas Kristen Petra, Jl. Siwalankerto No. 121-131, Surabaya Email: [email protected] Abstrak Kepribadian introver masih sering kali disalah pahami oleh masyarakat luas sebagai individu yang diam, pemalu, hingga anti sosial dan melihatnya dengan hitam-putih dengan ekstover yang dianggap lebih ideal di masyarakat, yang kerap memiliki stereotipe pintar berbicara dan memiliki banyak teman. Padahal, nyatanya kedua kepribadian tersebut merupakan bagian dalam tolak ukur yang sama, yang lebih mengatakan tentang bagaimana seseorang mendapatkan dan menghabiskan energi emosionalnya—suatu sifat yang tidak bisa diubah. Perancangan ini bertujuan untuk merepresentasikan pendapatan dan penghabisan energi tersebut serta konsekuensi sosial yang mungkin ada sebagai seorang yang dapat dianggap introver, melalui novel graktif digital interaktif dimana pemain dapat memilih aksi yang dilakukannya. Kata kunci: Introver, ekstrover, kepribadian, novel grafis digital, game Abstract Title: Interactive Digital Graphic Novel for Understanding Introversion Introverts are often misunderstood and equated as a person who is quiet, shy, or even anti-social, which is seen as black and white with extroverts—stereotyped as a person who is social and likeable, and generally considered more ideal in society. In truth, both of those personalities are different ends on a broad spectrum, which dictates how a person gets and deplete their emotional energy—and how it is something that cannot be forcibly changed. The purpose of this project is to represent how the restoration and depletion of mental batteries work in a social for a supposed introverted character through an interactive digital graphic novel where players can choose what Keywords: Introverts, extroverts, personality, digital graphic novel, game Pendahuluan Power of Introverts in a World That Can’t Stop Talking (2012). Kepribadian merupakan sebuah pola khas seorang Quiet menjelaskan bahwa di dalam masyarakat individu dalam hal berpikir, merasakan, dan (khususnya dalam budaya barat), sifat ekstrover berperilaku yang didapatkan dari faktor biologis dan merupakan kepribadian yang lebih ideal dalam faktor lingkungan, yang menempatkan cara seseorang lingkup sosial, edukasi, dan pekerjaan. Cain dapat berinteraksi dengan lingkungannya (Corr, dkk, menuliskan bahwa introver harus mengikuti dan 2009). Carl Jung (1995) membagi kepribadian berperilaku seperti ekstrover untuk menganut menjadi dua tipe, yaitu ekstrover dan introver. “idealisme” yang ada di dalam masyarakat untuk dapat berbaur dengan lingkungan sosialnya. Keduanya mempengaruhi manusia dalam menyikapi lingkungan (terutama lingkungan sosial) dan masing- Sama seperti pada penelitian Jung, introversi masing memiliki perspektif berbeda dalam merespon merupakan pemfokusan energi pada subjek sendiri, stimulus dari lingkungan. Introversi seringkali sehingga ketika dipaksa dalam lingkungan dengan disalahpahami oleh masyarakat sebagai sebuah sikap banyak stimulasi atau high key enviroment terlalu pemalu hingga anti sosial. Hal ini dikemukakan oleh lama, seorang akan merasa tidak nyaman dan Susan Cain dalam bukunya yang berjudul Quiet: The mempengaruhi energi mental dan pada akhirnya kinerja mereka. Cara introver dapat mendapatkan 2 energinya kembali adalah menjauh dari high key dari pemfokusan diri sendiri, dan merepresentasikan enviroment dan memusatkan energi tersebut pada bahwa seorang introver adalah seseorang dengan dirinya sendiri. kepribadian yang memiliki ciri-ciri introversi yang Dalam konteks sosial, sifat-sifat yang biasanya dominan dari spektrum kepribadian ekstoversi dan diasosiasikan dengan seorang introver, seperti diam introversi. Sehingga sifat pendiam bukan secara dan tertutup, menjadi hal yang dianggap negatif dan otomatis menunjukkan sifat yang negatif. tidak diinginkan. Padahal, sifat-sifat tersebut adalah hasil respons bagaimana seorang introver mengatasi Metode Perancangan stimulus lingkungan. Sehingga perlu dikomunikasikan Memperoleh data terkait dengan kualitatif melalui bahwa seorang introver bukan berarti seorang yang wawancara dengan seorang narasumber dan secara tidak mampu bersosialisasi, namun merupakan hasil kuantitatif dengan kuisioner kepada target audience dan preferensi pemfokusan energi mental mereka. yang ditujukan. Kebutuhan introver untuk menemukan suasana tenang Metode Pengumpulan Data dan menyendiri sering menimbulkan miskonsepsi Menggunakan metode analisis deskriptif kualitatif. bahwa introversi adalah hal yang sama dengan anti Artinya, penelitian dilakukan terhadap suatu objek, sosial. Sebenarnya introver memiliki cara subjek, kondisi, dan sistem pemikiran yang searah bersosialisasi yang berbeda. Seorang introver dengan perumusan masalah tanpa adanya manipulasi mungkin merupakan seorang pendiam dan suka atau perlakuan lain. menyendiri, akan tetapi hal ini bukan berarti introver tidak mau dan tidak menyukai berinteraksi dengan Konsep Perancangan sesama. Hanya saja, karena sifat naturalnya yang Merancang sebuah media interaktif berbentuk novel lebih memilih stimulasi rendah, mereka membutuhkan grafis digital interaktif yang memiliki fokus berat kesendirian sebagai lingkungan yang optimal di mana pada cerita dan bersifat nonlinear, yang artinya mereka dapat merasa seperti diri sendiri dan bekerja pembaca atau pemain dapat mempengaruhi sebab dan secara maksimal. Hal ini perlu dikomunikasikan, agar akibat dalam cerita, dalam tingkat yang telah lingkungan lebih memahami kepribadian ditentukan. Perancangan akan memfitur seorang introver,serta dilema yang mereka hadapi antara introver sebagai tokoh utama yang mana pemain memilih untuk dapat lebih berbaur sesuai dengan dapat memasukkan diri sebagai tokoh serta ekspetasi masyarakat atau mengutamakan kebutuhan memahami perspektif, perasaan, dan pengalamannya mereka untuk ‘recharge’ energi mental mereka dalam lingkungan yang didominasi ekstrover. Narasi setelah bersosialiasi. yang dipakai dapat berupa pengalaman nyata yang didapatkan dari wawancara yang diolah kembali Untuk menyampaikan pesan tersebut, salah satu cara untuk menghasilkan sebuah kisah yang mampu yang dapat dilakukan adalah membuat target dinikmati sebagai hiburan maupun sebagai audience sebagai pemain yang dapat menempatkan penyampaian sebuah pesan. diri dalam karakter yang dapat dipersepsikan sebagai seorang introver untuk mengetahui sebab dan akibat dalam aksi yang mereka pilih kepada karakter, Pembahasan persepsi karakter, dan hubungan karakter dengan karakter lainnya, dalam sebuah narasi yang Pengertian Novel Grafis ditetapkan. Novel grafis sendiri tidak memiliki pengertian yang pasti dan seringkali dapat dipertukarkan definisinya Media interaktif naratif merupakan media yang tepat dengan sebuah komik dimana keduanya memiliki untuk mengangkat tema ini, dikarenakan narasi yang kesamaan prinsip yang memanfaatkan urutan antara memiliki tujuan fundamental: memberikan informasi gambar dan kata dalam panel. Berkebalikan dengan atau wawasan dan memperluas pengetahuan, serta Kamus Besar Bahasa Indonesia yang mendefinisikan memberikan pengalaman estetis kepada pembaca komik sebagai “cerita bergambar dalam majalah, surat (Materi Belajar, 2018), sehingga sebuah cerita atau kabar atau berbentuk buku yang mudah dicerna dan narasi efektif untuk memberikan sebuah pesan bersifat lucu”, grafik novel memiliki perbedaan terhadap pembaca. Novel grafis yang memanfaatkan muatan dimana konten dan cerita yang dibuat gambar sebagai sarana bercerita akan meningkatkan biasanya lebih serius dan memiliki bobot cerita yang ketertarikan dan minat baca, yang akan didukung juga lebih berat. Novel grafis adalah buku yang oleh interaktivitas yang mana pembaca atau pemain menceritakan cerita melalui dua aspek; gambar dan dapat secara langsung mempengaruhi apa yang terjadi tulisan (Cambridge Dictionary). di dalam media tersebut. Novel grafis memiliki sebuah tema tertentu yang Tujuan dari perancangan ini adalah menyampaikan digunakan dalam keseluruhan cerita. Unsur artistik pesan untuk memahami bahwa introversi adalah dari novel grafis terkadang tidak mengikuti bentuk kecenderungan untuk mendapatkan energi emosional baku dari komik. Menurut Seno Gumira Adijarna 3 (2010), perbedaan komik dengan novel grafis terletak movement dari perspektif John Lewis, pemimpin pada ideologi yang diberikan dan pensastraan yang gerakan dan anggota kongres Amerika. berbobot. Dengan semua definisi tersebut, dapat disimpulkan bahwa novel grafis adalah media Narasi bercerita yang menggunakan keruntutan teks dan Narasi atau cerita adalah konstruksi ide dan tema yang gambar dengan tema yang ditujukan ke target dikomunikasikan dengan cara yang menghibur, audience dewasa dan parameter yang dipakai persuasif, atau edukasional (Weaver, 2012). Sebuah merupakan adanya dua aspek tersebut dan cerita memiliki 5 elemen yaitu; karakter, konflik, keselarasannya antara satu sama lain. risiko, tempat, dan tema yang semuanya harus . mengalir secara natural. Menurut Weaver, ada Novel Grafis sebagai Pembentukan Wacana beberapa alasan seorang penulis membuat sebuah ISTE atau International Society for Technology in cerita: Education mempublikasikan artikel tentang a. Untuk hiburan pengembangan visual literacy atau tingkat baca Sebuah cerita, setidak-tidaknya harus memiliki visual, yang merupakan kemampuan seseorang untuk aspek sebagai sebuah bentuk hiburan kepada meninterpretasikan sebuah gambar. Visual literacy
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